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C/C++ Source or Header  |  1999-12-17  |  157.8 KB  |  4,671 lines

  1. /*  Emacs style mode select   -*- C++ -*-  */
  2. /* ----------------------------------------------------------------------------- */
  3. /*  */
  4. /*  $Id:$ */
  5. /*  */
  6. /*  Copyright (C) 1993-1996 by id Software, Inc. */
  7. /*  */
  8. /*  This source is available for distribution and/or modification */
  9. /*  only under the terms of the DOOM Source Code License as */
  10. /*  published by id Software. All rights reserved. */
  11. /*  */
  12. /*  The source is distributed in the hope that it will be useful, */
  13. /*  but WITHOUT ANY WARRANTY; without even the implied warranty of */
  14. /*  FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License */
  15. /*  for more details. */
  16. /*  */
  17. /*  $Log:$ */
  18. /*  */
  19. /*  DESCRIPTION: */
  20. /*     Thing frame/state LUT, */
  21. /*     generated by multigen utilitiy. */
  22. /*     This one is the original DOOM version, preserved. */
  23. /*  */
  24. /* ----------------------------------------------------------------------------- */
  25.  
  26. static const char
  27. rcsid[] = "$Id: info.c,v 1.3 1997/01/26 07:45:00 b1 Exp $";
  28.  
  29. /*  Data. */
  30. #include "sounds.h"
  31. #include "m_fixed.h"
  32.  
  33. #ifdef __GNUG__
  34. #pragma implementation "info.h"
  35. #endif
  36. #include "info.h"
  37.  
  38. #include "p_mobj.h"
  39.  
  40. char *sprnames[NUMSPRITES+1] = {
  41.     "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG",
  42.     "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2",
  43.     "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS",
  44.     "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG",
  45.     "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR",
  46.     "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN",
  47.     "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI",
  48.     "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO",
  49.     "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW",
  50.     "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4",
  51.     "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2",
  52.     "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU",
  53.     "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3",
  54.     "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2",NULL
  55. };
  56.  
  57.  
  58. /*  Doesn't work with g++, needs actionf_p1 */
  59. void  A_Light0();
  60. void A_WeaponReady();
  61. void A_Lower();
  62. void A_Raise();
  63. void A_Punch();
  64. void A_ReFire();
  65. void A_FirePistol();
  66. void A_Light1();
  67. void A_FireShotgun();
  68. void A_Light2();
  69. void A_FireShotgun2();
  70. void A_CheckReload();
  71. void A_OpenShotgun2();
  72. void A_LoadShotgun2();
  73. void A_CloseShotgun2();
  74. void A_FireCGun();
  75. void A_GunFlash();
  76. void A_FireMissile();
  77. void A_Saw();
  78. void A_FirePlasma();
  79. void A_BFGsound();
  80. void A_FireBFG();
  81. void A_BFGSpray();
  82. void A_Explode();
  83. void A_Pain();
  84. void A_PlayerScream();
  85. void A_Fall();
  86. void A_XScream();
  87. void A_Look();
  88. void A_Chase();
  89. void A_FaceTarget();
  90. void A_PosAttack();
  91. void A_Scream();
  92. void A_SPosAttack();
  93. void A_VileChase();
  94. void A_VileStart();
  95. void A_VileTarget();
  96. void A_VileAttack();
  97. void A_StartFire();
  98. void A_Fire();
  99. void A_FireCrackle();
  100. void A_Tracer();
  101. void A_SkelWhoosh();
  102. void A_SkelFist();
  103. void A_SkelMissile();
  104. void A_FatRaise();
  105. void A_FatAttack1();
  106. void A_FatAttack2();
  107. void A_FatAttack3();
  108. void A_BossDeath();
  109. void A_CPosAttack();
  110. void A_CPosRefire();
  111. void A_TroopAttack();
  112. void A_SargAttack();
  113. void A_HeadAttack();
  114. void A_BruisAttack();
  115. void A_SkullAttack();
  116. void A_Metal();
  117. void A_SpidRefire();
  118. void A_BabyMetal();
  119. void A_BspiAttack();
  120. void A_Hoof();
  121. void A_CyberAttack();
  122. void A_PainAttack();
  123. void A_PainDie();
  124. void A_KeenDie();
  125. void A_BrainPain();
  126. void A_BrainScream();
  127. void A_BrainDie();
  128. void A_BrainAwake();
  129. void A_BrainSpit();
  130. void A_SpawnSound();
  131. void A_SpawnFly();
  132. void A_BrainExplode();
  133.  
  134.  
  135. state_t    states[NUMSTATES] = {
  136.     {SPR_TROO,0,-1,{NULL},S_NULL,0,0},    /*  S_NULL */
  137.     {SPR_SHTG,4,0,{A_Light0},S_NULL,0,0},    /*  S_LIGHTDONE */
  138.     {SPR_PUNG,0,1,{A_WeaponReady},S_PUNCH,0,0},    /*  S_PUNCH */
  139.     {SPR_PUNG,0,1,{A_Lower},S_PUNCHDOWN,0,0},    /*  S_PUNCHDOWN */
  140.     {SPR_PUNG,0,1,{A_Raise},S_PUNCHUP,0,0},    /*  S_PUNCHUP */
  141.     {SPR_PUNG,1,4,{NULL},S_PUNCH2,0,0},        /*  S_PUNCH1 */
  142.     {SPR_PUNG,2,4,{A_Punch},S_PUNCH3,0,0},    /*  S_PUNCH2 */
  143.     {SPR_PUNG,3,5,{NULL},S_PUNCH4,0,0},        /*  S_PUNCH3 */
  144.     {SPR_PUNG,2,4,{NULL},S_PUNCH5,0,0},        /*  S_PUNCH4 */
  145.     {SPR_PUNG,1,5,{A_ReFire},S_PUNCH,0,0},    /*  S_PUNCH5 */
  146.     {SPR_PISG,0,1,{A_WeaponReady},S_PISTOL,0,0},/*  S_PISTOL */
  147.     {SPR_PISG,0,1,{A_Lower},S_PISTOLDOWN,0,0},    /*  S_PISTOLDOWN */
  148.     {SPR_PISG,0,1,{A_Raise},S_PISTOLUP,0,0},    /*  S_PISTOLUP */
  149.     {SPR_PISG,0,4,{NULL},S_PISTOL2,0,0},    /*  S_PISTOL1 */
  150.     {SPR_PISG,1,6,{A_FirePistol},S_PISTOL3,0,0},/*  S_PISTOL2 */
  151.     {SPR_PISG,2,4,{NULL},S_PISTOL4,0,0},    /*  S_PISTOL3 */
  152.     {SPR_PISG,1,5,{A_ReFire},S_PISTOL,0,0},    /*  S_PISTOL4 */
  153.     {SPR_PISF,32768,7,{A_Light1},S_LIGHTDONE,0,0},    /*  S_PISTOLFLASH */
  154.     {SPR_SHTG,0,1,{A_WeaponReady},S_SGUN,0,0},    /*  S_SGUN */
  155.     {SPR_SHTG,0,1,{A_Lower},S_SGUNDOWN,0,0},    /*  S_SGUNDOWN */
  156.     {SPR_SHTG,0,1,{A_Raise},S_SGUNUP,0,0},    /*  S_SGUNUP */
  157.     {SPR_SHTG,0,3,{NULL},S_SGUN2,0,0},    /*  S_SGUN1 */
  158.     {SPR_SHTG,0,7,{A_FireShotgun},S_SGUN3,0,0},    /*  S_SGUN2 */
  159.     {SPR_SHTG,1,5,{NULL},S_SGUN4,0,0},    /*  S_SGUN3 */
  160.     {SPR_SHTG,2,5,{NULL},S_SGUN5,0,0},    /*  S_SGUN4 */
  161.     {SPR_SHTG,3,4,{NULL},S_SGUN6,0,0},    /*  S_SGUN5 */
  162.     {SPR_SHTG,2,5,{NULL},S_SGUN7,0,0},    /*  S_SGUN6 */
  163.     {SPR_SHTG,1,5,{NULL},S_SGUN8,0,0},    /*  S_SGUN7 */
  164.     {SPR_SHTG,0,3,{NULL},S_SGUN9,0,0},    /*  S_SGUN8 */
  165.     {SPR_SHTG,0,7,{A_ReFire},S_SGUN,0,0},    /*  S_SGUN9 */
  166.     {SPR_SHTF,32768,4,{A_Light1},S_SGUNFLASH2,0,0},    /*  S_SGUNFLASH1 */
  167.     {SPR_SHTF,32769,3,{A_Light2},S_LIGHTDONE,0,0},    /*  S_SGUNFLASH2 */
  168.     {SPR_SHT2,0,1,{A_WeaponReady},S_DSGUN,0,0},    /*  S_DSGUN */
  169.     {SPR_SHT2,0,1,{A_Lower},S_DSGUNDOWN,0,0},    /*  S_DSGUNDOWN */
  170.     {SPR_SHT2,0,1,{A_Raise},S_DSGUNUP,0,0},    /*  S_DSGUNUP */
  171.     {SPR_SHT2,0,3,{NULL},S_DSGUN2,0,0},    /*  S_DSGUN1 */
  172.     {SPR_SHT2,0,7,{A_FireShotgun2},S_DSGUN3,0,0},    /*  S_DSGUN2 */
  173.     {SPR_SHT2,1,7,{NULL},S_DSGUN4,0,0},    /*  S_DSGUN3 */
  174.     {SPR_SHT2,2,7,{A_CheckReload},S_DSGUN5,0,0},    /*  S_DSGUN4 */
  175.     {SPR_SHT2,3,7,{A_OpenShotgun2},S_DSGUN6,0,0},    /*  S_DSGUN5 */
  176.     {SPR_SHT2,4,7,{NULL},S_DSGUN7,0,0},    /*  S_DSGUN6 */
  177.     {SPR_SHT2,5,7,{A_LoadShotgun2},S_DSGUN8,0,0},    /*  S_DSGUN7 */
  178.     {SPR_SHT2,6,6,{NULL},S_DSGUN9,0,0},    /*  S_DSGUN8 */
  179.     {SPR_SHT2,7,6,{A_CloseShotgun2},S_DSGUN10,0,0},    /*  S_DSGUN9 */
  180.     {SPR_SHT2,0,5,{A_ReFire},S_DSGUN,0,0},    /*  S_DSGUN10 */
  181.     {SPR_SHT2,1,7,{NULL},S_DSNR2,0,0},    /*  S_DSNR1 */
  182.     {SPR_SHT2,0,3,{NULL},S_DSGUNDOWN,0,0},    /*  S_DSNR2 */
  183.     {SPR_SHT2,32776,5,{A_Light1},S_DSGUNFLASH2,0,0},    /*  S_DSGUNFLASH1 */
  184.     {SPR_SHT2,32777,4,{A_Light2},S_LIGHTDONE,0,0},    /*  S_DSGUNFLASH2 */
  185.     {SPR_CHGG,0,1,{A_WeaponReady},S_CHAIN,0,0},    /*  S_CHAIN */
  186.     {SPR_CHGG,0,1,{A_Lower},S_CHAINDOWN,0,0},    /*  S_CHAINDOWN */
  187.     {SPR_CHGG,0,1,{A_Raise},S_CHAINUP,0,0},    /*  S_CHAINUP */
  188.     {SPR_CHGG,0,4,{A_FireCGun},S_CHAIN2,0,0},    /*  S_CHAIN1 */
  189.     {SPR_CHGG,1,4,{A_FireCGun},S_CHAIN3,0,0},    /*  S_CHAIN2 */
  190.     {SPR_CHGG,1,0,{A_ReFire},S_CHAIN,0,0},    /*  S_CHAIN3 */
  191.     {SPR_CHGF,32768,5,{A_Light1},S_LIGHTDONE,0,0},    /*  S_CHAINFLASH1 */
  192.     {SPR_CHGF,32769,5,{A_Light2},S_LIGHTDONE,0,0},    /*  S_CHAINFLASH2 */
  193.     {SPR_MISG,0,1,{A_WeaponReady},S_MISSILE,0,0},    /*  S_MISSILE */
  194.     {SPR_MISG,0,1,{A_Lower},S_MISSILEDOWN,0,0},    /*  S_MISSILEDOWN */
  195.     {SPR_MISG,0,1,{A_Raise},S_MISSILEUP,0,0},    /*  S_MISSILEUP */
  196.     {SPR_MISG,1,8,{A_GunFlash},S_MISSILE2,0,0},    /*  S_MISSILE1 */
  197.     {SPR_MISG,1,12,{A_FireMissile},S_MISSILE3,0,0},    /*  S_MISSILE2 */
  198.     {SPR_MISG,1,0,{A_ReFire},S_MISSILE,0,0},    /*  S_MISSILE3 */
  199.     {SPR_MISF,32768,3,{A_Light1},S_MISSILEFLASH2,0,0},    /*  S_MISSILEFLASH1 */
  200.     {SPR_MISF,32769,4,{NULL},S_MISSILEFLASH3,0,0},    /*  S_MISSILEFLASH2 */
  201.     {SPR_MISF,32770,4,{A_Light2},S_MISSILEFLASH4,0,0},    /*  S_MISSILEFLASH3 */
  202.     {SPR_MISF,32771,4,{A_Light2},S_LIGHTDONE,0,0},    /*  S_MISSILEFLASH4 */
  203.     {SPR_SAWG,2,4,{A_WeaponReady},S_SAWB,0,0},    /*  S_SAW */
  204.     {SPR_SAWG,3,4,{A_WeaponReady},S_SAW,0,0},    /*  S_SAWB */
  205.     {SPR_SAWG,2,1,{A_Lower},S_SAWDOWN,0,0},    /*  S_SAWDOWN */
  206.     {SPR_SAWG,2,1,{A_Raise},S_SAWUP,0,0},    /*  S_SAWUP */
  207.     {SPR_SAWG,0,4,{A_Saw},S_SAW2,0,0},    /*  S_SAW1 */
  208.     {SPR_SAWG,1,4,{A_Saw},S_SAW3,0,0},    /*  S_SAW2 */
  209.     {SPR_SAWG,1,0,{A_ReFire},S_SAW,0,0},    /*  S_SAW3 */
  210.     {SPR_PLSG,0,1,{A_WeaponReady},S_PLASMA,0,0},    /*  S_PLASMA */
  211.     {SPR_PLSG,0,1,{A_Lower},S_PLASMADOWN,0,0},    /*  S_PLASMADOWN */
  212.     {SPR_PLSG,0,1,{A_Raise},S_PLASMAUP,0,0},    /*  S_PLASMAUP */
  213.     {SPR_PLSG,0,3,{A_FirePlasma},S_PLASMA2,0,0},    /*  S_PLASMA1 */
  214.     {SPR_PLSG,1,20,{A_ReFire},S_PLASMA,0,0},    /*  S_PLASMA2 */
  215.     {SPR_PLSF,32768,4,{A_Light1},S_LIGHTDONE,0,0},    /*  S_PLASMAFLASH1 */
  216.     {SPR_PLSF,32769,4,{A_Light1},S_LIGHTDONE,0,0},    /*  S_PLASMAFLASH2 */
  217.     {SPR_BFGG,0,1,{A_WeaponReady},S_BFG,0,0},    /*  S_BFG */
  218.     {SPR_BFGG,0,1,{A_Lower},S_BFGDOWN,0,0},    /*  S_BFGDOWN */
  219.     {SPR_BFGG,0,1,{A_Raise},S_BFGUP,0,0},    /*  S_BFGUP */
  220.     {SPR_BFGG,0,20,{A_BFGsound},S_BFG2,0,0},    /*  S_BFG1 */
  221.     {SPR_BFGG,1,10,{A_GunFlash},S_BFG3,0,0},    /*  S_BFG2 */
  222.     {SPR_BFGG,1,10,{A_FireBFG},S_BFG4,0,0},    /*  S_BFG3 */
  223.     {SPR_BFGG,1,20,{A_ReFire},S_BFG,0,0},    /*  S_BFG4 */
  224.     {SPR_BFGF,32768,11,{A_Light1},S_BFGFLASH2,0,0},    /*  S_BFGFLASH1 */
  225.     {SPR_BFGF,32769,6,{A_Light2},S_LIGHTDONE,0,0},    /*  S_BFGFLASH2 */
  226.     {SPR_BLUD,2,8,{NULL},S_BLOOD2,0,0},    /*  S_BLOOD1 */
  227.     {SPR_BLUD,1,8,{NULL},S_BLOOD3,0,0},    /*  S_BLOOD2 */
  228.     {SPR_BLUD,0,8,{NULL},S_NULL,0,0},    /*  S_BLOOD3 */
  229.     {SPR_PUFF,32768,4,{NULL},S_PUFF2,0,0},    /*  S_PUFF1 */
  230.     {SPR_PUFF,1,4,{NULL},S_PUFF3,0,0},    /*  S_PUFF2 */
  231.     {SPR_PUFF,2,4,{NULL},S_PUFF4,0,0},    /*  S_PUFF3 */
  232.     {SPR_PUFF,3,4,{NULL},S_NULL,0,0},    /*  S_PUFF4 */
  233.     {SPR_BAL1,32768,4,{NULL},S_TBALL2,0,0},    /*  S_TBALL1 */
  234.     {SPR_BAL1,32769,4,{NULL},S_TBALL1,0,0},    /*  S_TBALL2 */
  235.     {SPR_BAL1,32770,6,{NULL},S_TBALLX2,0,0},    /*  S_TBALLX1 */
  236.     {SPR_BAL1,32771,6,{NULL},S_TBALLX3,0,0},    /*  S_TBALLX2 */
  237.     {SPR_BAL1,32772,6,{NULL},S_NULL,0,0},    /*  S_TBALLX3 */
  238.     {SPR_BAL2,32768,4,{NULL},S_RBALL2,0,0},    /*  S_RBALL1 */
  239.     {SPR_BAL2,32769,4,{NULL},S_RBALL1,0,0},    /*  S_RBALL2 */
  240.     {SPR_BAL2,32770,6,{NULL},S_RBALLX2,0,0},    /*  S_RBALLX1 */
  241.     {SPR_BAL2,32771,6,{NULL},S_RBALLX3,0,0},    /*  S_RBALLX2 */
  242.     {SPR_BAL2,32772,6,{NULL},S_NULL,0,0},    /*  S_RBALLX3 */
  243.     {SPR_PLSS,32768,6,{NULL},S_PLASBALL2,0,0},    /*  S_PLASBALL */
  244.     {SPR_PLSS,32769,6,{NULL},S_PLASBALL,0,0},    /*  S_PLASBALL2 */
  245.     {SPR_PLSE,32768,4,{NULL},S_PLASEXP2,0,0},    /*  S_PLASEXP */
  246.     {SPR_PLSE,32769,4,{NULL},S_PLASEXP3,0,0},    /*  S_PLASEXP2 */
  247.     {SPR_PLSE,32770,4,{NULL},S_PLASEXP4,0,0},    /*  S_PLASEXP3 */
  248.     {SPR_PLSE,32771,4,{NULL},S_PLASEXP5,0,0},    /*  S_PLASEXP4 */
  249.     {SPR_PLSE,32772,4,{NULL},S_NULL,0,0},    /*  S_PLASEXP5 */
  250.     {SPR_MISL,32768,1,{NULL},S_ROCKET,0,0},    /*  S_ROCKET */
  251.     {SPR_BFS1,32768,4,{NULL},S_BFGSHOT2,0,0},    /*  S_BFGSHOT */
  252.     {SPR_BFS1,32769,4,{NULL},S_BFGSHOT,0,0},    /*  S_BFGSHOT2 */
  253.     {SPR_BFE1,32768,8,{NULL},S_BFGLAND2,0,0},    /*  S_BFGLAND */
  254.     {SPR_BFE1,32769,8,{NULL},S_BFGLAND3,0,0},    /*  S_BFGLAND2 */
  255.     {SPR_BFE1,32770,8,{A_BFGSpray},S_BFGLAND4,0,0},    /*  S_BFGLAND3 */
  256.     {SPR_BFE1,32771,8,{NULL},S_BFGLAND5,0,0},    /*  S_BFGLAND4 */
  257.     {SPR_BFE1,32772,8,{NULL},S_BFGLAND6,0,0},    /*  S_BFGLAND5 */
  258.     {SPR_BFE1,32773,8,{NULL},S_NULL,0,0},    /*  S_BFGLAND6 */
  259.     {SPR_BFE2,32768,8,{NULL},S_BFGEXP2,0,0},    /*  S_BFGEXP */
  260.     {SPR_BFE2,32769,8,{NULL},S_BFGEXP3,0,0},    /*  S_BFGEXP2 */
  261.     {SPR_BFE2,32770,8,{NULL},S_BFGEXP4,0,0},    /*  S_BFGEXP3 */
  262.     {SPR_BFE2,32771,8,{NULL},S_NULL,0,0},    /*  S_BFGEXP4 */
  263.     {SPR_MISL,32769,8,{A_Explode},S_EXPLODE2,0,0},    /*  S_EXPLODE1 */
  264.     {SPR_MISL,32770,6,{NULL},S_EXPLODE3,0,0},    /*  S_EXPLODE2 */
  265.     {SPR_MISL,32771,4,{NULL},S_NULL,0,0},    /*  S_EXPLODE3 */
  266.     {SPR_TFOG,32768,6,{NULL},S_TFOG01,0,0},    /*  S_TFOG */
  267.     {SPR_TFOG,32769,6,{NULL},S_TFOG02,0,0},    /*  S_TFOG01 */
  268.     {SPR_TFOG,32768,6,{NULL},S_TFOG2,0,0},    /*  S_TFOG02 */
  269.     {SPR_TFOG,32769,6,{NULL},S_TFOG3,0,0},    /*  S_TFOG2 */
  270.     {SPR_TFOG,32770,6,{NULL},S_TFOG4,0,0},    /*  S_TFOG3 */
  271.     {SPR_TFOG,32771,6,{NULL},S_TFOG5,0,0},    /*  S_TFOG4 */
  272.     {SPR_TFOG,32772,6,{NULL},S_TFOG6,0,0},    /*  S_TFOG5 */
  273.     {SPR_TFOG,32773,6,{NULL},S_TFOG7,0,0},    /*  S_TFOG6 */
  274.     {SPR_TFOG,32774,6,{NULL},S_TFOG8,0,0},    /*  S_TFOG7 */
  275.     {SPR_TFOG,32775,6,{NULL},S_TFOG9,0,0},    /*  S_TFOG8 */
  276.     {SPR_TFOG,32776,6,{NULL},S_TFOG10,0,0},    /*  S_TFOG9 */
  277.     {SPR_TFOG,32777,6,{NULL},S_NULL,0,0},    /*  S_TFOG10 */
  278.     {SPR_IFOG,32768,6,{NULL},S_IFOG01,0,0},    /*  S_IFOG */
  279.     {SPR_IFOG,32769,6,{NULL},S_IFOG02,0,0},    /*  S_IFOG01 */
  280.     {SPR_IFOG,32768,6,{NULL},S_IFOG2,0,0},    /*  S_IFOG02 */
  281.     {SPR_IFOG,32769,6,{NULL},S_IFOG3,0,0},    /*  S_IFOG2 */
  282.     {SPR_IFOG,32770,6,{NULL},S_IFOG4,0,0},    /*  S_IFOG3 */
  283.     {SPR_IFOG,32771,6,{NULL},S_IFOG5,0,0},    /*  S_IFOG4 */
  284.     {SPR_IFOG,32772,6,{NULL},S_NULL,0,0},    /*  S_IFOG5 */
  285.     {SPR_PLAY,0,-1,{NULL},S_NULL,0,0},    /*  S_PLAY */
  286.     {SPR_PLAY,0,4,{NULL},S_PLAY_RUN2,0,0},    /*  S_PLAY_RUN1 */
  287.     {SPR_PLAY,1,4,{NULL},S_PLAY_RUN3,0,0},    /*  S_PLAY_RUN2 */
  288.     {SPR_PLAY,2,4,{NULL},S_PLAY_RUN4,0,0},    /*  S_PLAY_RUN3 */
  289.     {SPR_PLAY,3,4,{NULL},S_PLAY_RUN1,0,0},    /*  S_PLAY_RUN4 */
  290.     {SPR_PLAY,4,12,{NULL},S_PLAY,0,0},    /*  S_PLAY_ATK1 */
  291.     {SPR_PLAY,32773,6,{NULL},S_PLAY_ATK1,0,0},    /*  S_PLAY_ATK2 */
  292.     {SPR_PLAY,6,4,{NULL},S_PLAY_PAIN2,0,0},    /*  S_PLAY_PAIN */
  293.     {SPR_PLAY,6,4,{A_Pain},S_PLAY,0,0},    /*  S_PLAY_PAIN2 */
  294.     {SPR_PLAY,7,10,{NULL},S_PLAY_DIE2,0,0},    /*  S_PLAY_DIE1 */
  295.     {SPR_PLAY,8,10,{A_PlayerScream},S_PLAY_DIE3,0,0},    /*  S_PLAY_DIE2 */
  296.     {SPR_PLAY,9,10,{A_Fall},S_PLAY_DIE4,0,0},    /*  S_PLAY_DIE3 */
  297.     {SPR_PLAY,10,10,{NULL},S_PLAY_DIE5,0,0},    /*  S_PLAY_DIE4 */
  298.     {SPR_PLAY,11,10,{NULL},S_PLAY_DIE6,0,0},    /*  S_PLAY_DIE5 */
  299.     {SPR_PLAY,12,10,{NULL},S_PLAY_DIE7,0,0},    /*  S_PLAY_DIE6 */
  300.     {SPR_PLAY,13,-1,{NULL},S_NULL,0,0},    /*  S_PLAY_DIE7 */
  301.     {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0},    /*  S_PLAY_XDIE1 */
  302.     {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0},    /*  S_PLAY_XDIE2 */
  303.     {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0},    /*  S_PLAY_XDIE3 */
  304.     {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0},    /*  S_PLAY_XDIE4 */
  305.     {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0},    /*  S_PLAY_XDIE5 */
  306.     {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0},    /*  S_PLAY_XDIE6 */
  307.     {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0},    /*  S_PLAY_XDIE7 */
  308.     {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0},    /*  S_PLAY_XDIE8 */
  309.     {SPR_PLAY,22,-1,{NULL},S_NULL,0,0},    /*  S_PLAY_XDIE9 */
  310.     {SPR_POSS,0,10,{A_Look},S_POSS_STND2,0,0},    /*  S_POSS_STND */
  311.     {SPR_POSS,1,10,{A_Look},S_POSS_STND,0,0},    /*  S_POSS_STND2 */
  312.     {SPR_POSS,0,4,{A_Chase},S_POSS_RUN2,0,0},    /*  S_POSS_RUN1 */
  313.     {SPR_POSS,0,4,{A_Chase},S_POSS_RUN3,0,0},    /*  S_POSS_RUN2 */
  314.     {SPR_POSS,1,4,{A_Chase},S_POSS_RUN4,0,0},    /*  S_POSS_RUN3 */
  315.     {SPR_POSS,1,4,{A_Chase},S_POSS_RUN5,0,0},    /*  S_POSS_RUN4 */
  316.     {SPR_POSS,2,4,{A_Chase},S_POSS_RUN6,0,0},    /*  S_POSS_RUN5 */
  317.     {SPR_POSS,2,4,{A_Chase},S_POSS_RUN7,0,0},    /*  S_POSS_RUN6 */
  318.     {SPR_POSS,3,4,{A_Chase},S_POSS_RUN8,0,0},    /*  S_POSS_RUN7 */
  319.     {SPR_POSS,3,4,{A_Chase},S_POSS_RUN1,0,0},    /*  S_POSS_RUN8 */
  320.     {SPR_POSS,4,10,{A_FaceTarget},S_POSS_ATK2,0,0},    /*  S_POSS_ATK1 */
  321.     {SPR_POSS,5,8,{A_PosAttack},S_POSS_ATK3,0,0},    /*  S_POSS_ATK2 */
  322.     {SPR_POSS,4,8,{NULL},S_POSS_RUN1,0,0},    /*  S_POSS_ATK3 */
  323.     {SPR_POSS,6,3,{NULL},S_POSS_PAIN2,0,0},    /*  S_POSS_PAIN */
  324.     {SPR_POSS,6,3,{A_Pain},S_POSS_RUN1,0,0},    /*  S_POSS_PAIN2 */
  325.     {SPR_POSS,7,5,{NULL},S_POSS_DIE2,0,0},    /*  S_POSS_DIE1 */
  326.     {SPR_POSS,8,5,{A_Scream},S_POSS_DIE3,0,0},    /*  S_POSS_DIE2 */
  327.     {SPR_POSS,9,5,{A_Fall},S_POSS_DIE4,0,0},    /*  S_POSS_DIE3 */
  328.     {SPR_POSS,10,5,{NULL},S_POSS_DIE5,0,0},    /*  S_POSS_DIE4 */
  329.     {SPR_POSS,11,-1,{NULL},S_NULL,0,0},    /*  S_POSS_DIE5 */
  330.     {SPR_POSS,12,5,{NULL},S_POSS_XDIE2,0,0},    /*  S_POSS_XDIE1 */
  331.     {SPR_POSS,13,5,{A_XScream},S_POSS_XDIE3,0,0},    /*  S_POSS_XDIE2 */
  332.     {SPR_POSS,14,5,{A_Fall},S_POSS_XDIE4,0,0},    /*  S_POSS_XDIE3 */
  333.     {SPR_POSS,15,5,{NULL},S_POSS_XDIE5,0,0},    /*  S_POSS_XDIE4 */
  334.     {SPR_POSS,16,5,{NULL},S_POSS_XDIE6,0,0},    /*  S_POSS_XDIE5 */
  335.     {SPR_POSS,17,5,{NULL},S_POSS_XDIE7,0,0},    /*  S_POSS_XDIE6 */
  336.     {SPR_POSS,18,5,{NULL},S_POSS_XDIE8,0,0},    /*  S_POSS_XDIE7 */
  337.     {SPR_POSS,19,5,{NULL},S_POSS_XDIE9,0,0},    /*  S_POSS_XDIE8 */
  338.     {SPR_POSS,20,-1,{NULL},S_NULL,0,0},    /*  S_POSS_XDIE9 */
  339.     {SPR_POSS,10,5,{NULL},S_POSS_RAISE2,0,0},    /*  S_POSS_RAISE1 */
  340.     {SPR_POSS,9,5,{NULL},S_POSS_RAISE3,0,0},    /*  S_POSS_RAISE2 */
  341.     {SPR_POSS,8,5,{NULL},S_POSS_RAISE4,0,0},    /*  S_POSS_RAISE3 */
  342.     {SPR_POSS,7,5,{NULL},S_POSS_RUN1,0,0},    /*  S_POSS_RAISE4 */
  343.     {SPR_SPOS,0,10,{A_Look},S_SPOS_STND2,0,0},    /*  S_SPOS_STND */
  344.     {SPR_SPOS,1,10,{A_Look},S_SPOS_STND,0,0},    /*  S_SPOS_STND2 */
  345.     {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN2,0,0},    /*  S_SPOS_RUN1 */
  346.     {SPR_SPOS,0,3,{A_Chase},S_SPOS_RUN3,0,0},    /*  S_SPOS_RUN2 */
  347.     {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN4,0,0},    /*  S_SPOS_RUN3 */
  348.     {SPR_SPOS,1,3,{A_Chase},S_SPOS_RUN5,0,0},    /*  S_SPOS_RUN4 */
  349.     {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN6,0,0},    /*  S_SPOS_RUN5 */
  350.     {SPR_SPOS,2,3,{A_Chase},S_SPOS_RUN7,0,0},    /*  S_SPOS_RUN6 */
  351.     {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN8,0,0},    /*  S_SPOS_RUN7 */
  352.     {SPR_SPOS,3,3,{A_Chase},S_SPOS_RUN1,0,0},    /*  S_SPOS_RUN8 */
  353.     {SPR_SPOS,4,10,{A_FaceTarget},S_SPOS_ATK2,0,0},    /*  S_SPOS_ATK1 */
  354.     {SPR_SPOS,32773,10,{A_SPosAttack},S_SPOS_ATK3,0,0},    /*  S_SPOS_ATK2 */
  355.     {SPR_SPOS,4,10,{NULL},S_SPOS_RUN1,0,0},    /*  S_SPOS_ATK3 */
  356.     {SPR_SPOS,6,3,{NULL},S_SPOS_PAIN2,0,0},    /*  S_SPOS_PAIN */
  357.     {SPR_SPOS,6,3,{A_Pain},S_SPOS_RUN1,0,0},    /*  S_SPOS_PAIN2 */
  358.     {SPR_SPOS,7,5,{NULL},S_SPOS_DIE2,0,0},    /*  S_SPOS_DIE1 */
  359.     {SPR_SPOS,8,5,{A_Scream},S_SPOS_DIE3,0,0},    /*  S_SPOS_DIE2 */
  360.     {SPR_SPOS,9,5,{A_Fall},S_SPOS_DIE4,0,0},    /*  S_SPOS_DIE3 */
  361.     {SPR_SPOS,10,5,{NULL},S_SPOS_DIE5,0,0},    /*  S_SPOS_DIE4 */
  362.     {SPR_SPOS,11,-1,{NULL},S_NULL,0,0},    /*  S_SPOS_DIE5 */
  363.     {SPR_SPOS,12,5,{NULL},S_SPOS_XDIE2,0,0},    /*  S_SPOS_XDIE1 */
  364.     {SPR_SPOS,13,5,{A_XScream},S_SPOS_XDIE3,0,0},    /*  S_SPOS_XDIE2 */
  365.     {SPR_SPOS,14,5,{A_Fall},S_SPOS_XDIE4,0,0},    /*  S_SPOS_XDIE3 */
  366.     {SPR_SPOS,15,5,{NULL},S_SPOS_XDIE5,0,0},    /*  S_SPOS_XDIE4 */
  367.     {SPR_SPOS,16,5,{NULL},S_SPOS_XDIE6,0,0},    /*  S_SPOS_XDIE5 */
  368.     {SPR_SPOS,17,5,{NULL},S_SPOS_XDIE7,0,0},    /*  S_SPOS_XDIE6 */
  369.     {SPR_SPOS,18,5,{NULL},S_SPOS_XDIE8,0,0},    /*  S_SPOS_XDIE7 */
  370.     {SPR_SPOS,19,5,{NULL},S_SPOS_XDIE9,0,0},    /*  S_SPOS_XDIE8 */
  371.     {SPR_SPOS,20,-1,{NULL},S_NULL,0,0},    /*  S_SPOS_XDIE9 */
  372.     {SPR_SPOS,11,5,{NULL},S_SPOS_RAISE2,0,0},    /*  S_SPOS_RAISE1 */
  373.     {SPR_SPOS,10,5,{NULL},S_SPOS_RAISE3,0,0},    /*  S_SPOS_RAISE2 */
  374.     {SPR_SPOS,9,5,{NULL},S_SPOS_RAISE4,0,0},    /*  S_SPOS_RAISE3 */
  375.     {SPR_SPOS,8,5,{NULL},S_SPOS_RAISE5,0,0},    /*  S_SPOS_RAISE4 */
  376.     {SPR_SPOS,7,5,{NULL},S_SPOS_RUN1,0,0},    /*  S_SPOS_RAISE5 */
  377.     {SPR_VILE,0,10,{A_Look},S_VILE_STND2,0,0},    /*  S_VILE_STND */
  378.     {SPR_VILE,1,10,{A_Look},S_VILE_STND,0,0},    /*  S_VILE_STND2 */
  379.     {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN2,0,0},    /*  S_VILE_RUN1 */
  380.     {SPR_VILE,0,2,{A_VileChase},S_VILE_RUN3,0,0},    /*  S_VILE_RUN2 */
  381.     {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN4,0,0},    /*  S_VILE_RUN3 */
  382.     {SPR_VILE,1,2,{A_VileChase},S_VILE_RUN5,0,0},    /*  S_VILE_RUN4 */
  383.     {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN6,0,0},    /*  S_VILE_RUN5 */
  384.     {SPR_VILE,2,2,{A_VileChase},S_VILE_RUN7,0,0},    /*  S_VILE_RUN6 */
  385.     {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN8,0,0},    /*  S_VILE_RUN7 */
  386.     {SPR_VILE,3,2,{A_VileChase},S_VILE_RUN9,0,0},    /*  S_VILE_RUN8 */
  387.     {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN10,0,0},    /*  S_VILE_RUN9 */
  388.     {SPR_VILE,4,2,{A_VileChase},S_VILE_RUN11,0,0},    /*  S_VILE_RUN10 */
  389.     {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN12,0,0},    /*  S_VILE_RUN11 */
  390.     {SPR_VILE,5,2,{A_VileChase},S_VILE_RUN1,0,0},    /*  S_VILE_RUN12 */
  391.     {SPR_VILE,32774,0,{A_VileStart},S_VILE_ATK2,0,0},    /*  S_VILE_ATK1 */
  392.     {SPR_VILE,32774,10,{A_FaceTarget},S_VILE_ATK3,0,0},    /*  S_VILE_ATK2 */
  393.     {SPR_VILE,32775,8,{A_VileTarget},S_VILE_ATK4,0,0},    /*  S_VILE_ATK3 */
  394.     {SPR_VILE,32776,8,{A_FaceTarget},S_VILE_ATK5,0,0},    /*  S_VILE_ATK4 */
  395.     {SPR_VILE,32777,8,{A_FaceTarget},S_VILE_ATK6,0,0},    /*  S_VILE_ATK5 */
  396.     {SPR_VILE,32778,8,{A_FaceTarget},S_VILE_ATK7,0,0},    /*  S_VILE_ATK6 */
  397.     {SPR_VILE,32779,8,{A_FaceTarget},S_VILE_ATK8,0,0},    /*  S_VILE_ATK7 */
  398.     {SPR_VILE,32780,8,{A_FaceTarget},S_VILE_ATK9,0,0},    /*  S_VILE_ATK8 */
  399.     {SPR_VILE,32781,8,{A_FaceTarget},S_VILE_ATK10,0,0},    /*  S_VILE_ATK9 */
  400.     {SPR_VILE,32782,8,{A_VileAttack},S_VILE_ATK11,0,0},    /*  S_VILE_ATK10 */
  401.     {SPR_VILE,32783,20,{NULL},S_VILE_RUN1,0,0},    /*  S_VILE_ATK11 */
  402.     {SPR_VILE,32794,10,{NULL},S_VILE_HEAL2,0,0},    /*  S_VILE_HEAL1 */
  403.     {SPR_VILE,32795,10,{NULL},S_VILE_HEAL3,0,0},    /*  S_VILE_HEAL2 */
  404.     {SPR_VILE,32796,10,{NULL},S_VILE_RUN1,0,0},    /*  S_VILE_HEAL3 */
  405.     {SPR_VILE,16,5,{NULL},S_VILE_PAIN2,0,0},    /*  S_VILE_PAIN */
  406.     {SPR_VILE,16,5,{A_Pain},S_VILE_RUN1,0,0},    /*  S_VILE_PAIN2 */
  407.     {SPR_VILE,16,7,{NULL},S_VILE_DIE2,0,0},    /*  S_VILE_DIE1 */
  408.     {SPR_VILE,17,7,{A_Scream},S_VILE_DIE3,0,0},    /*  S_VILE_DIE2 */
  409.     {SPR_VILE,18,7,{A_Fall},S_VILE_DIE4,0,0},    /*  S_VILE_DIE3 */
  410.     {SPR_VILE,19,7,{NULL},S_VILE_DIE5,0,0},    /*  S_VILE_DIE4 */
  411.     {SPR_VILE,20,7,{NULL},S_VILE_DIE6,0,0},    /*  S_VILE_DIE5 */
  412.     {SPR_VILE,21,7,{NULL},S_VILE_DIE7,0,0},    /*  S_VILE_DIE6 */
  413.     {SPR_VILE,22,7,{NULL},S_VILE_DIE8,0,0},    /*  S_VILE_DIE7 */
  414.     {SPR_VILE,23,5,{NULL},S_VILE_DIE9,0,0},    /*  S_VILE_DIE8 */
  415.     {SPR_VILE,24,5,{NULL},S_VILE_DIE10,0,0},    /*  S_VILE_DIE9 */
  416.     {SPR_VILE,25,-1,{NULL},S_NULL,0,0},    /*  S_VILE_DIE10 */
  417.     {SPR_FIRE,32768,2,{A_StartFire},S_FIRE2,0,0},    /*  S_FIRE1 */
  418.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE3,0,0},    /*  S_FIRE2 */
  419.     {SPR_FIRE,32768,2,{A_Fire},S_FIRE4,0,0},    /*  S_FIRE3 */
  420.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE5,0,0},    /*  S_FIRE4 */
  421.     {SPR_FIRE,32770,2,{A_FireCrackle},S_FIRE6,0,0},    /*  S_FIRE5 */
  422.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE7,0,0},    /*  S_FIRE6 */
  423.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE8,0,0},    /*  S_FIRE7 */
  424.     {SPR_FIRE,32769,2,{A_Fire},S_FIRE9,0,0},    /*  S_FIRE8 */
  425.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE10,0,0},    /*  S_FIRE9 */
  426.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE11,0,0},    /*  S_FIRE10 */
  427.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE12,0,0},    /*  S_FIRE11 */
  428.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE13,0,0},    /*  S_FIRE12 */
  429.     {SPR_FIRE,32770,2,{A_Fire},S_FIRE14,0,0},    /*  S_FIRE13 */
  430.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE15,0,0},    /*  S_FIRE14 */
  431.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE16,0,0},    /*  S_FIRE15 */
  432.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE17,0,0},    /*  S_FIRE16 */
  433.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE18,0,0},    /*  S_FIRE17 */
  434.     {SPR_FIRE,32771,2,{A_Fire},S_FIRE19,0,0},    /*  S_FIRE18 */
  435.     {SPR_FIRE,32772,2,{A_FireCrackle},S_FIRE20,0,0},    /*  S_FIRE19 */
  436.     {SPR_FIRE,32773,2,{A_Fire},S_FIRE21,0,0},    /*  S_FIRE20 */
  437.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE22,0,0},    /*  S_FIRE21 */
  438.     {SPR_FIRE,32773,2,{A_Fire},S_FIRE23,0,0},    /*  S_FIRE22 */
  439.     {SPR_FIRE,32772,2,{A_Fire},S_FIRE24,0,0},    /*  S_FIRE23 */
  440.     {SPR_FIRE,32773,2,{A_Fire},S_FIRE25,0,0},    /*  S_FIRE24 */
  441.     {SPR_FIRE,32774,2,{A_Fire},S_FIRE26,0,0},    /*  S_FIRE25 */
  442.     {SPR_FIRE,32775,2,{A_Fire},S_FIRE27,0,0},    /*  S_FIRE26 */
  443.     {SPR_FIRE,32774,2,{A_Fire},S_FIRE28,0,0},    /*  S_FIRE27 */
  444.     {SPR_FIRE,32775,2,{A_Fire},S_FIRE29,0,0},    /*  S_FIRE28 */
  445.     {SPR_FIRE,32774,2,{A_Fire},S_FIRE30,0,0},    /*  S_FIRE29 */
  446.     {SPR_FIRE,32775,2,{A_Fire},S_NULL,0,0},    /*  S_FIRE30 */
  447.     {SPR_PUFF,1,4,{NULL},S_SMOKE2,0,0},    /*  S_SMOKE1 */
  448.     {SPR_PUFF,2,4,{NULL},S_SMOKE3,0,0},    /*  S_SMOKE2 */
  449.     {SPR_PUFF,1,4,{NULL},S_SMOKE4,0,0},    /*  S_SMOKE3 */
  450.     {SPR_PUFF,2,4,{NULL},S_SMOKE5,0,0},    /*  S_SMOKE4 */
  451.     {SPR_PUFF,3,4,{NULL},S_NULL,0,0},    /*  S_SMOKE5 */
  452.     {SPR_FATB,32768,2,{A_Tracer},S_TRACER2,0,0},    /*  S_TRACER */
  453.     {SPR_FATB,32769,2,{A_Tracer},S_TRACER,0,0},    /*  S_TRACER2 */
  454.     {SPR_FBXP,32768,8,{NULL},S_TRACEEXP2,0,0},    /*  S_TRACEEXP1 */
  455.     {SPR_FBXP,32769,6,{NULL},S_TRACEEXP3,0,0},    /*  S_TRACEEXP2 */
  456.     {SPR_FBXP,32770,4,{NULL},S_NULL,0,0},    /*  S_TRACEEXP3 */
  457.     {SPR_SKEL,0,10,{A_Look},S_SKEL_STND2,0,0},    /*  S_SKEL_STND */
  458.     {SPR_SKEL,1,10,{A_Look},S_SKEL_STND,0,0},    /*  S_SKEL_STND2 */
  459.     {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN2,0,0},    /*  S_SKEL_RUN1 */
  460.     {SPR_SKEL,0,2,{A_Chase},S_SKEL_RUN3,0,0},    /*  S_SKEL_RUN2 */
  461.     {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN4,0,0},    /*  S_SKEL_RUN3 */
  462.     {SPR_SKEL,1,2,{A_Chase},S_SKEL_RUN5,0,0},    /*  S_SKEL_RUN4 */
  463.     {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN6,0,0},    /*  S_SKEL_RUN5 */
  464.     {SPR_SKEL,2,2,{A_Chase},S_SKEL_RUN7,0,0},    /*  S_SKEL_RUN6 */
  465.     {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN8,0,0},    /*  S_SKEL_RUN7 */
  466.     {SPR_SKEL,3,2,{A_Chase},S_SKEL_RUN9,0,0},    /*  S_SKEL_RUN8 */
  467.     {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN10,0,0},    /*  S_SKEL_RUN9 */
  468.     {SPR_SKEL,4,2,{A_Chase},S_SKEL_RUN11,0,0},    /*  S_SKEL_RUN10 */
  469.     {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN12,0,0},    /*  S_SKEL_RUN11 */
  470.     {SPR_SKEL,5,2,{A_Chase},S_SKEL_RUN1,0,0},    /*  S_SKEL_RUN12 */
  471.     {SPR_SKEL,6,0,{A_FaceTarget},S_SKEL_FIST2,0,0},    /*  S_SKEL_FIST1 */
  472.     {SPR_SKEL,6,6,{A_SkelWhoosh},S_SKEL_FIST3,0,0},    /*  S_SKEL_FIST2 */
  473.     {SPR_SKEL,7,6,{A_FaceTarget},S_SKEL_FIST4,0,0},    /*  S_SKEL_FIST3 */
  474.     {SPR_SKEL,8,6,{A_SkelFist},S_SKEL_RUN1,0,0},    /*  S_SKEL_FIST4 */
  475.     {SPR_SKEL,32777,0,{A_FaceTarget},S_SKEL_MISS2,0,0},    /*  S_SKEL_MISS1 */
  476.     {SPR_SKEL,32777,10,{A_FaceTarget},S_SKEL_MISS3,0,0},    /*  S_SKEL_MISS2 */
  477.     {SPR_SKEL,10,10,{A_SkelMissile},S_SKEL_MISS4,0,0},    /*  S_SKEL_MISS3 */
  478.     {SPR_SKEL,10,10,{A_FaceTarget},S_SKEL_RUN1,0,0},    /*  S_SKEL_MISS4 */
  479.     {SPR_SKEL,11,5,{NULL},S_SKEL_PAIN2,0,0},    /*  S_SKEL_PAIN */
  480.     {SPR_SKEL,11,5,{A_Pain},S_SKEL_RUN1,0,0},    /*  S_SKEL_PAIN2 */
  481.     {SPR_SKEL,11,7,{NULL},S_SKEL_DIE2,0,0},    /*  S_SKEL_DIE1 */
  482.     {SPR_SKEL,12,7,{NULL},S_SKEL_DIE3,0,0},    /*  S_SKEL_DIE2 */
  483.     {SPR_SKEL,13,7,{A_Scream},S_SKEL_DIE4,0,0},    /*  S_SKEL_DIE3 */
  484.     {SPR_SKEL,14,7,{A_Fall},S_SKEL_DIE5,0,0},    /*  S_SKEL_DIE4 */
  485.     {SPR_SKEL,15,7,{NULL},S_SKEL_DIE6,0,0},    /*  S_SKEL_DIE5 */
  486.     {SPR_SKEL,16,-1,{NULL},S_NULL,0,0},    /*  S_SKEL_DIE6 */
  487.     {SPR_SKEL,16,5,{NULL},S_SKEL_RAISE2,0,0},    /*  S_SKEL_RAISE1 */
  488.     {SPR_SKEL,15,5,{NULL},S_SKEL_RAISE3,0,0},    /*  S_SKEL_RAISE2 */
  489.     {SPR_SKEL,14,5,{NULL},S_SKEL_RAISE4,0,0},    /*  S_SKEL_RAISE3 */
  490.     {SPR_SKEL,13,5,{NULL},S_SKEL_RAISE5,0,0},    /*  S_SKEL_RAISE4 */
  491.     {SPR_SKEL,12,5,{NULL},S_SKEL_RAISE6,0,0},    /*  S_SKEL_RAISE5 */
  492.     {SPR_SKEL,11,5,{NULL},S_SKEL_RUN1,0,0},    /*  S_SKEL_RAISE6 */
  493.     {SPR_MANF,32768,4,{NULL},S_FATSHOT2,0,0},    /*  S_FATSHOT1 */
  494.     {SPR_MANF,32769,4,{NULL},S_FATSHOT1,0,0},    /*  S_FATSHOT2 */
  495.     {SPR_MISL,32769,8,{NULL},S_FATSHOTX2,0,0},    /*  S_FATSHOTX1 */
  496.     {SPR_MISL,32770,6,{NULL},S_FATSHOTX3,0,0},    /*  S_FATSHOTX2 */
  497.     {SPR_MISL,32771,4,{NULL},S_NULL,0,0},    /*  S_FATSHOTX3 */
  498.     {SPR_FATT,0,15,{A_Look},S_FATT_STND2,0,0},    /*  S_FATT_STND */
  499.     {SPR_FATT,1,15,{A_Look},S_FATT_STND,0,0},    /*  S_FATT_STND2 */
  500.     {SPR_FATT,0,4,{A_Chase},S_FATT_RUN2,0,0},    /*  S_FATT_RUN1 */
  501.     {SPR_FATT,0,4,{A_Chase},S_FATT_RUN3,0,0},    /*  S_FATT_RUN2 */
  502.     {SPR_FATT,1,4,{A_Chase},S_FATT_RUN4,0,0},    /*  S_FATT_RUN3 */
  503.     {SPR_FATT,1,4,{A_Chase},S_FATT_RUN5,0,0},    /*  S_FATT_RUN4 */
  504.     {SPR_FATT,2,4,{A_Chase},S_FATT_RUN6,0,0},    /*  S_FATT_RUN5 */
  505.     {SPR_FATT,2,4,{A_Chase},S_FATT_RUN7,0,0},    /*  S_FATT_RUN6 */
  506.     {SPR_FATT,3,4,{A_Chase},S_FATT_RUN8,0,0},    /*  S_FATT_RUN7 */
  507.     {SPR_FATT,3,4,{A_Chase},S_FATT_RUN9,0,0},    /*  S_FATT_RUN8 */
  508.     {SPR_FATT,4,4,{A_Chase},S_FATT_RUN10,0,0},    /*  S_FATT_RUN9 */
  509.     {SPR_FATT,4,4,{A_Chase},S_FATT_RUN11,0,0},    /*  S_FATT_RUN10 */
  510.     {SPR_FATT,5,4,{A_Chase},S_FATT_RUN12,0,0},    /*  S_FATT_RUN11 */
  511.     {SPR_FATT,5,4,{A_Chase},S_FATT_RUN1,0,0},    /*  S_FATT_RUN12 */
  512.     {SPR_FATT,6,20,{A_FatRaise},S_FATT_ATK2,0,0},    /*  S_FATT_ATK1 */
  513.     {SPR_FATT,32775,10,{A_FatAttack1},S_FATT_ATK3,0,0},    /*  S_FATT_ATK2 */
  514.     {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK4,0,0},    /*  S_FATT_ATK3 */
  515.     {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK5,0,0},    /*  S_FATT_ATK4 */
  516.     {SPR_FATT,32775,10,{A_FatAttack2},S_FATT_ATK6,0,0},    /*  S_FATT_ATK5 */
  517.     {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK7,0,0},    /*  S_FATT_ATK6 */
  518.     {SPR_FATT,6,5,{A_FaceTarget},S_FATT_ATK8,0,0},    /*  S_FATT_ATK7 */
  519.     {SPR_FATT,32775,10,{A_FatAttack3},S_FATT_ATK9,0,0},    /*  S_FATT_ATK8 */
  520.     {SPR_FATT,8,5,{A_FaceTarget},S_FATT_ATK10,0,0},    /*  S_FATT_ATK9 */
  521.     {SPR_FATT,6,5,{A_FaceTarget},S_FATT_RUN1,0,0},    /*  S_FATT_ATK10 */
  522.     {SPR_FATT,9,3,{NULL},S_FATT_PAIN2,0,0},    /*  S_FATT_PAIN */
  523.     {SPR_FATT,9,3,{A_Pain},S_FATT_RUN1,0,0},    /*  S_FATT_PAIN2 */
  524.     {SPR_FATT,10,6,{NULL},S_FATT_DIE2,0,0},    /*  S_FATT_DIE1 */
  525.     {SPR_FATT,11,6,{A_Scream},S_FATT_DIE3,0,0},    /*  S_FATT_DIE2 */
  526.     {SPR_FATT,12,6,{A_Fall},S_FATT_DIE4,0,0},    /*  S_FATT_DIE3 */
  527.     {SPR_FATT,13,6,{NULL},S_FATT_DIE5,0,0},    /*  S_FATT_DIE4 */
  528.     {SPR_FATT,14,6,{NULL},S_FATT_DIE6,0,0},    /*  S_FATT_DIE5 */
  529.     {SPR_FATT,15,6,{NULL},S_FATT_DIE7,0,0},    /*  S_FATT_DIE6 */
  530.     {SPR_FATT,16,6,{NULL},S_FATT_DIE8,0,0},    /*  S_FATT_DIE7 */
  531.     {SPR_FATT,17,6,{NULL},S_FATT_DIE9,0,0},    /*  S_FATT_DIE8 */
  532.     {SPR_FATT,18,6,{NULL},S_FATT_DIE10,0,0},    /*  S_FATT_DIE9 */
  533.     {SPR_FATT,19,-1,{A_BossDeath},S_NULL,0,0},    /*  S_FATT_DIE10 */
  534.     {SPR_FATT,17,5,{NULL},S_FATT_RAISE2,0,0},    /*  S_FATT_RAISE1 */
  535.     {SPR_FATT,16,5,{NULL},S_FATT_RAISE3,0,0},    /*  S_FATT_RAISE2 */
  536.     {SPR_FATT,15,5,{NULL},S_FATT_RAISE4,0,0},    /*  S_FATT_RAISE3 */
  537.     {SPR_FATT,14,5,{NULL},S_FATT_RAISE5,0,0},    /*  S_FATT_RAISE4 */
  538.     {SPR_FATT,13,5,{NULL},S_FATT_RAISE6,0,0},    /*  S_FATT_RAISE5 */
  539.     {SPR_FATT,12,5,{NULL},S_FATT_RAISE7,0,0},    /*  S_FATT_RAISE6 */
  540.     {SPR_FATT,11,5,{NULL},S_FATT_RAISE8,0,0},    /*  S_FATT_RAISE7 */
  541.     {SPR_FATT,10,5,{NULL},S_FATT_RUN1,0,0},    /*  S_FATT_RAISE8 */
  542.     {SPR_CPOS,0,10,{A_Look},S_CPOS_STND2,0,0},    /*  S_CPOS_STND */
  543.     {SPR_CPOS,1,10,{A_Look},S_CPOS_STND,0,0},    /*  S_CPOS_STND2 */
  544.     {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN2,0,0},    /*  S_CPOS_RUN1 */
  545.     {SPR_CPOS,0,3,{A_Chase},S_CPOS_RUN3,0,0},    /*  S_CPOS_RUN2 */
  546.     {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN4,0,0},    /*  S_CPOS_RUN3 */
  547.     {SPR_CPOS,1,3,{A_Chase},S_CPOS_RUN5,0,0},    /*  S_CPOS_RUN4 */
  548.     {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN6,0,0},    /*  S_CPOS_RUN5 */
  549.     {SPR_CPOS,2,3,{A_Chase},S_CPOS_RUN7,0,0},    /*  S_CPOS_RUN6 */
  550.     {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN8,0,0},    /*  S_CPOS_RUN7 */
  551.     {SPR_CPOS,3,3,{A_Chase},S_CPOS_RUN1,0,0},    /*  S_CPOS_RUN8 */
  552.     {SPR_CPOS,4,10,{A_FaceTarget},S_CPOS_ATK2,0,0},    /*  S_CPOS_ATK1 */
  553.     {SPR_CPOS,32773,4,{A_CPosAttack},S_CPOS_ATK3,0,0},    /*  S_CPOS_ATK2 */
  554.     {SPR_CPOS,32772,4,{A_CPosAttack},S_CPOS_ATK4,0,0},    /*  S_CPOS_ATK3 */
  555.     {SPR_CPOS,5,1,{A_CPosRefire},S_CPOS_ATK2,0,0},    /*  S_CPOS_ATK4 */
  556.     {SPR_CPOS,6,3,{NULL},S_CPOS_PAIN2,0,0},    /*  S_CPOS_PAIN */
  557.     {SPR_CPOS,6,3,{A_Pain},S_CPOS_RUN1,0,0},    /*  S_CPOS_PAIN2 */
  558.     {SPR_CPOS,7,5,{NULL},S_CPOS_DIE2,0,0},    /*  S_CPOS_DIE1 */
  559.     {SPR_CPOS,8,5,{A_Scream},S_CPOS_DIE3,0,0},    /*  S_CPOS_DIE2 */
  560.     {SPR_CPOS,9,5,{A_Fall},S_CPOS_DIE4,0,0},    /*  S_CPOS_DIE3 */
  561.     {SPR_CPOS,10,5,{NULL},S_CPOS_DIE5,0,0},    /*  S_CPOS_DIE4 */
  562.     {SPR_CPOS,11,5,{NULL},S_CPOS_DIE6,0,0},    /*  S_CPOS_DIE5 */
  563.     {SPR_CPOS,12,5,{NULL},S_CPOS_DIE7,0,0},    /*  S_CPOS_DIE6 */
  564.     {SPR_CPOS,13,-1,{NULL},S_NULL,0,0},    /*  S_CPOS_DIE7 */
  565.     {SPR_CPOS,14,5,{NULL},S_CPOS_XDIE2,0,0},    /*  S_CPOS_XDIE1 */
  566.     {SPR_CPOS,15,5,{A_XScream},S_CPOS_XDIE3,0,0},    /*  S_CPOS_XDIE2 */
  567.     {SPR_CPOS,16,5,{A_Fall},S_CPOS_XDIE4,0,0},    /*  S_CPOS_XDIE3 */
  568.     {SPR_CPOS,17,5,{NULL},S_CPOS_XDIE5,0,0},    /*  S_CPOS_XDIE4 */
  569.     {SPR_CPOS,18,5,{NULL},S_CPOS_XDIE6,0,0},    /*  S_CPOS_XDIE5 */
  570.     {SPR_CPOS,19,-1,{NULL},S_NULL,0,0},    /*  S_CPOS_XDIE6 */
  571.     {SPR_CPOS,13,5,{NULL},S_CPOS_RAISE2,0,0},    /*  S_CPOS_RAISE1 */
  572.     {SPR_CPOS,12,5,{NULL},S_CPOS_RAISE3,0,0},    /*  S_CPOS_RAISE2 */
  573.     {SPR_CPOS,11,5,{NULL},S_CPOS_RAISE4,0,0},    /*  S_CPOS_RAISE3 */
  574.     {SPR_CPOS,10,5,{NULL},S_CPOS_RAISE5,0,0},    /*  S_CPOS_RAISE4 */
  575.     {SPR_CPOS,9,5,{NULL},S_CPOS_RAISE6,0,0},    /*  S_CPOS_RAISE5 */
  576.     {SPR_CPOS,8,5,{NULL},S_CPOS_RAISE7,0,0},    /*  S_CPOS_RAISE6 */
  577.     {SPR_CPOS,7,5,{NULL},S_CPOS_RUN1,0,0},    /*  S_CPOS_RAISE7 */
  578.     {SPR_TROO,0,10,{A_Look},S_TROO_STND2,0,0},    /*  S_TROO_STND */
  579.     {SPR_TROO,1,10,{A_Look},S_TROO_STND,0,0},    /*  S_TROO_STND2 */
  580.     {SPR_TROO,0,3,{A_Chase},S_TROO_RUN2,0,0},    /*  S_TROO_RUN1 */
  581.     {SPR_TROO,0,3,{A_Chase},S_TROO_RUN3,0,0},    /*  S_TROO_RUN2 */
  582.     {SPR_TROO,1,3,{A_Chase},S_TROO_RUN4,0,0},    /*  S_TROO_RUN3 */
  583.     {SPR_TROO,1,3,{A_Chase},S_TROO_RUN5,0,0},    /*  S_TROO_RUN4 */
  584.     {SPR_TROO,2,3,{A_Chase},S_TROO_RUN6,0,0},    /*  S_TROO_RUN5 */
  585.     {SPR_TROO,2,3,{A_Chase},S_TROO_RUN7,0,0},    /*  S_TROO_RUN6 */
  586.     {SPR_TROO,3,3,{A_Chase},S_TROO_RUN8,0,0},    /*  S_TROO_RUN7 */
  587.     {SPR_TROO,3,3,{A_Chase},S_TROO_RUN1,0,0},    /*  S_TROO_RUN8 */
  588.     {SPR_TROO,4,8,{A_FaceTarget},S_TROO_ATK2,0,0},    /*  S_TROO_ATK1 */
  589.     {SPR_TROO,5,8,{A_FaceTarget},S_TROO_ATK3,0,0},    /*  S_TROO_ATK2 */
  590.     {SPR_TROO,6,6,{A_TroopAttack},S_TROO_RUN1,0,0},    /*  S_TROO_ATK3 */
  591.     {SPR_TROO,7,2,{NULL},S_TROO_PAIN2,0,0},    /*  S_TROO_PAIN */
  592.     {SPR_TROO,7,2,{A_Pain},S_TROO_RUN1,0,0},    /*  S_TROO_PAIN2 */
  593.     {SPR_TROO,8,8,{NULL},S_TROO_DIE2,0,0},    /*  S_TROO_DIE1 */
  594.     {SPR_TROO,9,8,{A_Scream},S_TROO_DIE3,0,0},    /*  S_TROO_DIE2 */
  595.     {SPR_TROO,10,6,{NULL},S_TROO_DIE4,0,0},    /*  S_TROO_DIE3 */
  596.     {SPR_TROO,11,6,{A_Fall},S_TROO_DIE5,0,0},    /*  S_TROO_DIE4 */
  597.     {SPR_TROO,12,-1,{NULL},S_NULL,0,0},    /*  S_TROO_DIE5 */
  598.     {SPR_TROO,13,5,{NULL},S_TROO_XDIE2,0,0},    /*  S_TROO_XDIE1 */
  599.     {SPR_TROO,14,5,{A_XScream},S_TROO_XDIE3,0,0},    /*  S_TROO_XDIE2 */
  600.     {SPR_TROO,15,5,{NULL},S_TROO_XDIE4,0,0},    /*  S_TROO_XDIE3 */
  601.     {SPR_TROO,16,5,{A_Fall},S_TROO_XDIE5,0,0},    /*  S_TROO_XDIE4 */
  602.     {SPR_TROO,17,5,{NULL},S_TROO_XDIE6,0,0},    /*  S_TROO_XDIE5 */
  603.     {SPR_TROO,18,5,{NULL},S_TROO_XDIE7,0,0},    /*  S_TROO_XDIE6 */
  604.     {SPR_TROO,19,5,{NULL},S_TROO_XDIE8,0,0},    /*  S_TROO_XDIE7 */
  605.     {SPR_TROO,20,-1,{NULL},S_NULL,0,0},    /*  S_TROO_XDIE8 */
  606.     {SPR_TROO,12,8,{NULL},S_TROO_RAISE2,0,0},    /*  S_TROO_RAISE1 */
  607.     {SPR_TROO,11,8,{NULL},S_TROO_RAISE3,0,0},    /*  S_TROO_RAISE2 */
  608.     {SPR_TROO,10,6,{NULL},S_TROO_RAISE4,0,0},    /*  S_TROO_RAISE3 */
  609.     {SPR_TROO,9,6,{NULL},S_TROO_RAISE5,0,0},    /*  S_TROO_RAISE4 */
  610.     {SPR_TROO,8,6,{NULL},S_TROO_RUN1,0,0},    /*  S_TROO_RAISE5 */
  611.     {SPR_SARG,0,10,{A_Look},S_SARG_STND2,0,0},    /*  S_SARG_STND */
  612.     {SPR_SARG,1,10,{A_Look},S_SARG_STND,0,0},    /*  S_SARG_STND2 */
  613.     {SPR_SARG,0,2,{A_Chase},S_SARG_RUN2,0,0},    /*  S_SARG_RUN1 */
  614.     {SPR_SARG,0,2,{A_Chase},S_SARG_RUN3,0,0},    /*  S_SARG_RUN2 */
  615.     {SPR_SARG,1,2,{A_Chase},S_SARG_RUN4,0,0},    /*  S_SARG_RUN3 */
  616.     {SPR_SARG,1,2,{A_Chase},S_SARG_RUN5,0,0},    /*  S_SARG_RUN4 */
  617.     {SPR_SARG,2,2,{A_Chase},S_SARG_RUN6,0,0},    /*  S_SARG_RUN5 */
  618.     {SPR_SARG,2,2,{A_Chase},S_SARG_RUN7,0,0},    /*  S_SARG_RUN6 */
  619.     {SPR_SARG,3,2,{A_Chase},S_SARG_RUN8,0,0},    /*  S_SARG_RUN7 */
  620.     {SPR_SARG,3,2,{A_Chase},S_SARG_RUN1,0,0},    /*  S_SARG_RUN8 */
  621.     {SPR_SARG,4,8,{A_FaceTarget},S_SARG_ATK2,0,0},    /*  S_SARG_ATK1 */
  622.     {SPR_SARG,5,8,{A_FaceTarget},S_SARG_ATK3,0,0},    /*  S_SARG_ATK2 */
  623.     {SPR_SARG,6,8,{A_SargAttack},S_SARG_RUN1,0,0},    /*  S_SARG_ATK3 */
  624.     {SPR_SARG,7,2,{NULL},S_SARG_PAIN2,0,0},    /*  S_SARG_PAIN */
  625.     {SPR_SARG,7,2,{A_Pain},S_SARG_RUN1,0,0},    /*  S_SARG_PAIN2 */
  626.     {SPR_SARG,8,8,{NULL},S_SARG_DIE2,0,0},    /*  S_SARG_DIE1 */
  627.     {SPR_SARG,9,8,{A_Scream},S_SARG_DIE3,0,0},    /*  S_SARG_DIE2 */
  628.     {SPR_SARG,10,4,{NULL},S_SARG_DIE4,0,0},    /*  S_SARG_DIE3 */
  629.     {SPR_SARG,11,4,{A_Fall},S_SARG_DIE5,0,0},    /*  S_SARG_DIE4 */
  630.     {SPR_SARG,12,4,{NULL},S_SARG_DIE6,0,0},    /*  S_SARG_DIE5 */
  631.     {SPR_SARG,13,-1,{NULL},S_NULL,0,0},    /*  S_SARG_DIE6 */
  632.     {SPR_SARG,13,5,{NULL},S_SARG_RAISE2,0,0},    /*  S_SARG_RAISE1 */
  633.     {SPR_SARG,12,5,{NULL},S_SARG_RAISE3,0,0},    /*  S_SARG_RAISE2 */
  634.     {SPR_SARG,11,5,{NULL},S_SARG_RAISE4,0,0},    /*  S_SARG_RAISE3 */
  635.     {SPR_SARG,10,5,{NULL},S_SARG_RAISE5,0,0},    /*  S_SARG_RAISE4 */
  636.     {SPR_SARG,9,5,{NULL},S_SARG_RAISE6,0,0},    /*  S_SARG_RAISE5 */
  637.     {SPR_SARG,8,5,{NULL},S_SARG_RUN1,0,0},    /*  S_SARG_RAISE6 */
  638.     {SPR_HEAD,0,10,{A_Look},S_HEAD_STND,0,0},    /*  S_HEAD_STND */
  639.     {SPR_HEAD,0,3,{A_Chase},S_HEAD_RUN1,0,0},    /*  S_HEAD_RUN1 */
  640.     {SPR_HEAD,1,5,{A_FaceTarget},S_HEAD_ATK2,0,0},    /*  S_HEAD_ATK1 */
  641.     {SPR_HEAD,2,5,{A_FaceTarget},S_HEAD_ATK3,0,0},    /*  S_HEAD_ATK2 */
  642.     {SPR_HEAD,32771,5,{A_HeadAttack},S_HEAD_RUN1,0,0},    /*  S_HEAD_ATK3 */
  643.     {SPR_HEAD,4,3,{NULL},S_HEAD_PAIN2,0,0},    /*  S_HEAD_PAIN */
  644.     {SPR_HEAD,4,3,{A_Pain},S_HEAD_PAIN3,0,0},    /*  S_HEAD_PAIN2 */
  645.     {SPR_HEAD,5,6,{NULL},S_HEAD_RUN1,0,0},    /*  S_HEAD_PAIN3 */
  646.     {SPR_HEAD,6,8,{NULL},S_HEAD_DIE2,0,0},    /*  S_HEAD_DIE1 */
  647.     {SPR_HEAD,7,8,{A_Scream},S_HEAD_DIE3,0,0},    /*  S_HEAD_DIE2 */
  648.     {SPR_HEAD,8,8,{NULL},S_HEAD_DIE4,0,0},    /*  S_HEAD_DIE3 */
  649.     {SPR_HEAD,9,8,{NULL},S_HEAD_DIE5,0,0},    /*  S_HEAD_DIE4 */
  650.     {SPR_HEAD,10,8,{A_Fall},S_HEAD_DIE6,0,0},    /*  S_HEAD_DIE5 */
  651.     {SPR_HEAD,11,-1,{NULL},S_NULL,0,0},    /*  S_HEAD_DIE6 */
  652.     {SPR_HEAD,11,8,{NULL},S_HEAD_RAISE2,0,0},    /*  S_HEAD_RAISE1 */
  653.     {SPR_HEAD,10,8,{NULL},S_HEAD_RAISE3,0,0},    /*  S_HEAD_RAISE2 */
  654.     {SPR_HEAD,9,8,{NULL},S_HEAD_RAISE4,0,0},    /*  S_HEAD_RAISE3 */
  655.     {SPR_HEAD,8,8,{NULL},S_HEAD_RAISE5,0,0},    /*  S_HEAD_RAISE4 */
  656.     {SPR_HEAD,7,8,{NULL},S_HEAD_RAISE6,0,0},    /*  S_HEAD_RAISE5 */
  657.     {SPR_HEAD,6,8,{NULL},S_HEAD_RUN1,0,0},    /*  S_HEAD_RAISE6 */
  658.     {SPR_BAL7,32768,4,{NULL},S_BRBALL2,0,0},    /*  S_BRBALL1 */
  659.     {SPR_BAL7,32769,4,{NULL},S_BRBALL1,0,0},    /*  S_BRBALL2 */
  660.     {SPR_BAL7,32770,6,{NULL},S_BRBALLX2,0,0},    /*  S_BRBALLX1 */
  661.     {SPR_BAL7,32771,6,{NULL},S_BRBALLX3,0,0},    /*  S_BRBALLX2 */
  662.     {SPR_BAL7,32772,6,{NULL},S_NULL,0,0},    /*  S_BRBALLX3 */
  663.     {SPR_BOSS,0,10,{A_Look},S_BOSS_STND2,0,0},    /*  S_BOSS_STND */
  664.     {SPR_BOSS,1,10,{A_Look},S_BOSS_STND,0,0},    /*  S_BOSS_STND2 */
  665.     {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN2,0,0},    /*  S_BOSS_RUN1 */
  666.     {SPR_BOSS,0,3,{A_Chase},S_BOSS_RUN3,0,0},    /*  S_BOSS_RUN2 */
  667.     {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN4,0,0},    /*  S_BOSS_RUN3 */
  668.     {SPR_BOSS,1,3,{A_Chase},S_BOSS_RUN5,0,0},    /*  S_BOSS_RUN4 */
  669.     {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN6,0,0},    /*  S_BOSS_RUN5 */
  670.     {SPR_BOSS,2,3,{A_Chase},S_BOSS_RUN7,0,0},    /*  S_BOSS_RUN6 */
  671.     {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN8,0,0},    /*  S_BOSS_RUN7 */
  672.     {SPR_BOSS,3,3,{A_Chase},S_BOSS_RUN1,0,0},    /*  S_BOSS_RUN8 */
  673.     {SPR_BOSS,4,8,{A_FaceTarget},S_BOSS_ATK2,0,0},    /*  S_BOSS_ATK1 */
  674.     {SPR_BOSS,5,8,{A_FaceTarget},S_BOSS_ATK3,0,0},    /*  S_BOSS_ATK2 */
  675.     {SPR_BOSS,6,8,{A_BruisAttack},S_BOSS_RUN1,0,0},    /*  S_BOSS_ATK3 */
  676.     {SPR_BOSS,7,2,{NULL},S_BOSS_PAIN2,0,0},    /*  S_BOSS_PAIN */
  677.     {SPR_BOSS,7,2,{A_Pain},S_BOSS_RUN1,0,0},    /*  S_BOSS_PAIN2 */
  678.     {SPR_BOSS,8,8,{NULL},S_BOSS_DIE2,0,0},    /*  S_BOSS_DIE1 */
  679.     {SPR_BOSS,9,8,{A_Scream},S_BOSS_DIE3,0,0},    /*  S_BOSS_DIE2 */
  680.     {SPR_BOSS,10,8,{NULL},S_BOSS_DIE4,0,0},    /*  S_BOSS_DIE3 */
  681.     {SPR_BOSS,11,8,{A_Fall},S_BOSS_DIE5,0,0},    /*  S_BOSS_DIE4 */
  682.     {SPR_BOSS,12,8,{NULL},S_BOSS_DIE6,0,0},    /*  S_BOSS_DIE5 */
  683.     {SPR_BOSS,13,8,{NULL},S_BOSS_DIE7,0,0},    /*  S_BOSS_DIE6 */
  684.     {SPR_BOSS,14,-1,{A_BossDeath},S_NULL,0,0},    /*  S_BOSS_DIE7 */
  685.     {SPR_BOSS,14,8,{NULL},S_BOSS_RAISE2,0,0},    /*  S_BOSS_RAISE1 */
  686.     {SPR_BOSS,13,8,{NULL},S_BOSS_RAISE3,0,0},    /*  S_BOSS_RAISE2 */
  687.     {SPR_BOSS,12,8,{NULL},S_BOSS_RAISE4,0,0},    /*  S_BOSS_RAISE3 */
  688.     {SPR_BOSS,11,8,{NULL},S_BOSS_RAISE5,0,0},    /*  S_BOSS_RAISE4 */
  689.     {SPR_BOSS,10,8,{NULL},S_BOSS_RAISE6,0,0},    /*  S_BOSS_RAISE5 */
  690.     {SPR_BOSS,9,8,{NULL},S_BOSS_RAISE7,0,0},    /*  S_BOSS_RAISE6 */
  691.     {SPR_BOSS,8,8,{NULL},S_BOSS_RUN1,0,0},    /*  S_BOSS_RAISE7 */
  692.     {SPR_BOS2,0,10,{A_Look},S_BOS2_STND2,0,0},    /*  S_BOS2_STND */
  693.     {SPR_BOS2,1,10,{A_Look},S_BOS2_STND,0,0},    /*  S_BOS2_STND2 */
  694.     {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN2,0,0},    /*  S_BOS2_RUN1 */
  695.     {SPR_BOS2,0,3,{A_Chase},S_BOS2_RUN3,0,0},    /*  S_BOS2_RUN2 */
  696.     {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN4,0,0},    /*  S_BOS2_RUN3 */
  697.     {SPR_BOS2,1,3,{A_Chase},S_BOS2_RUN5,0,0},    /*  S_BOS2_RUN4 */
  698.     {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN6,0,0},    /*  S_BOS2_RUN5 */
  699.     {SPR_BOS2,2,3,{A_Chase},S_BOS2_RUN7,0,0},    /*  S_BOS2_RUN6 */
  700.     {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN8,0,0},    /*  S_BOS2_RUN7 */
  701.     {SPR_BOS2,3,3,{A_Chase},S_BOS2_RUN1,0,0},    /*  S_BOS2_RUN8 */
  702.     {SPR_BOS2,4,8,{A_FaceTarget},S_BOS2_ATK2,0,0},    /*  S_BOS2_ATK1 */
  703.     {SPR_BOS2,5,8,{A_FaceTarget},S_BOS2_ATK3,0,0},    /*  S_BOS2_ATK2 */
  704.     {SPR_BOS2,6,8,{A_BruisAttack},S_BOS2_RUN1,0,0},    /*  S_BOS2_ATK3 */
  705.     {SPR_BOS2,7,2,{NULL},S_BOS2_PAIN2,0,0},    /*  S_BOS2_PAIN */
  706.     {SPR_BOS2,7,2,{A_Pain},S_BOS2_RUN1,0,0},    /*  S_BOS2_PAIN2 */
  707.     {SPR_BOS2,8,8,{NULL},S_BOS2_DIE2,0,0},    /*  S_BOS2_DIE1 */
  708.     {SPR_BOS2,9,8,{A_Scream},S_BOS2_DIE3,0,0},    /*  S_BOS2_DIE2 */
  709.     {SPR_BOS2,10,8,{NULL},S_BOS2_DIE4,0,0},    /*  S_BOS2_DIE3 */
  710.     {SPR_BOS2,11,8,{A_Fall},S_BOS2_DIE5,0,0},    /*  S_BOS2_DIE4 */
  711.     {SPR_BOS2,12,8,{NULL},S_BOS2_DIE6,0,0},    /*  S_BOS2_DIE5 */
  712.     {SPR_BOS2,13,8,{NULL},S_BOS2_DIE7,0,0},    /*  S_BOS2_DIE6 */
  713.     {SPR_BOS2,14,-1,{NULL},S_NULL,0,0},    /*  S_BOS2_DIE7 */
  714.     {SPR_BOS2,14,8,{NULL},S_BOS2_RAISE2,0,0},    /*  S_BOS2_RAISE1 */
  715.     {SPR_BOS2,13,8,{NULL},S_BOS2_RAISE3,0,0},    /*  S_BOS2_RAISE2 */
  716.     {SPR_BOS2,12,8,{NULL},S_BOS2_RAISE4,0,0},    /*  S_BOS2_RAISE3 */
  717.     {SPR_BOS2,11,8,{NULL},S_BOS2_RAISE5,0,0},    /*  S_BOS2_RAISE4 */
  718.     {SPR_BOS2,10,8,{NULL},S_BOS2_RAISE6,0,0},    /*  S_BOS2_RAISE5 */
  719.     {SPR_BOS2,9,8,{NULL},S_BOS2_RAISE7,0,0},    /*  S_BOS2_RAISE6 */
  720.     {SPR_BOS2,8,8,{NULL},S_BOS2_RUN1,0,0},    /*  S_BOS2_RAISE7 */
  721.     {SPR_SKUL,32768,10,{A_Look},S_SKULL_STND2,0,0},    /*  S_SKULL_STND */
  722.     {SPR_SKUL,32769,10,{A_Look},S_SKULL_STND,0,0},    /*  S_SKULL_STND2 */
  723.     {SPR_SKUL,32768,6,{A_Chase},S_SKULL_RUN2,0,0},    /*  S_SKULL_RUN1 */
  724.     {SPR_SKUL,32769,6,{A_Chase},S_SKULL_RUN1,0,0},    /*  S_SKULL_RUN2 */
  725.     {SPR_SKUL,32770,10,{A_FaceTarget},S_SKULL_ATK2,0,0},    /*  S_SKULL_ATK1 */
  726.     {SPR_SKUL,32771,4,{A_SkullAttack},S_SKULL_ATK3,0,0},    /*  S_SKULL_ATK2 */
  727.     {SPR_SKUL,32770,4,{NULL},S_SKULL_ATK4,0,0},    /*  S_SKULL_ATK3 */
  728.     {SPR_SKUL,32771,4,{NULL},S_SKULL_ATK3,0,0},    /*  S_SKULL_ATK4 */
  729.     {SPR_SKUL,32772,3,{NULL},S_SKULL_PAIN2,0,0},    /*  S_SKULL_PAIN */
  730.     {SPR_SKUL,32772,3,{A_Pain},S_SKULL_RUN1,0,0},    /*  S_SKULL_PAIN2 */
  731.     {SPR_SKUL,32773,6,{NULL},S_SKULL_DIE2,0,0},    /*  S_SKULL_DIE1 */
  732.     {SPR_SKUL,32774,6,{A_Scream},S_SKULL_DIE3,0,0},    /*  S_SKULL_DIE2 */
  733.     {SPR_SKUL,32775,6,{NULL},S_SKULL_DIE4,0,0},    /*  S_SKULL_DIE3 */
  734.     {SPR_SKUL,32776,6,{A_Fall},S_SKULL_DIE5,0,0},    /*  S_SKULL_DIE4 */
  735.     {SPR_SKUL,9,6,{NULL},S_SKULL_DIE6,0,0},    /*  S_SKULL_DIE5 */
  736.     {SPR_SKUL,10,6,{NULL},S_NULL,0,0},    /*  S_SKULL_DIE6 */
  737.     {SPR_SPID,0,10,{A_Look},S_SPID_STND2,0,0},    /*  S_SPID_STND */
  738.     {SPR_SPID,1,10,{A_Look},S_SPID_STND,0,0},    /*  S_SPID_STND2 */
  739.     {SPR_SPID,0,3,{A_Metal},S_SPID_RUN2,0,0},    /*  S_SPID_RUN1 */
  740.     {SPR_SPID,0,3,{A_Chase},S_SPID_RUN3,0,0},    /*  S_SPID_RUN2 */
  741.     {SPR_SPID,1,3,{A_Chase},S_SPID_RUN4,0,0},    /*  S_SPID_RUN3 */
  742.     {SPR_SPID,1,3,{A_Chase},S_SPID_RUN5,0,0},    /*  S_SPID_RUN4 */
  743.     {SPR_SPID,2,3,{A_Metal},S_SPID_RUN6,0,0},    /*  S_SPID_RUN5 */
  744.     {SPR_SPID,2,3,{A_Chase},S_SPID_RUN7,0,0},    /*  S_SPID_RUN6 */
  745.     {SPR_SPID,3,3,{A_Chase},S_SPID_RUN8,0,0},    /*  S_SPID_RUN7 */
  746.     {SPR_SPID,3,3,{A_Chase},S_SPID_RUN9,0,0},    /*  S_SPID_RUN8 */
  747.     {SPR_SPID,4,3,{A_Metal},S_SPID_RUN10,0,0},    /*  S_SPID_RUN9 */
  748.     {SPR_SPID,4,3,{A_Chase},S_SPID_RUN11,0,0},    /*  S_SPID_RUN10 */
  749.     {SPR_SPID,5,3,{A_Chase},S_SPID_RUN12,0,0},    /*  S_SPID_RUN11 */
  750.     {SPR_SPID,5,3,{A_Chase},S_SPID_RUN1,0,0},    /*  S_SPID_RUN12 */
  751.     {SPR_SPID,32768,20,{A_FaceTarget},S_SPID_ATK2,0,0},    /*  S_SPID_ATK1 */
  752.     {SPR_SPID,32774,4,{A_SPosAttack},S_SPID_ATK3,0,0},    /*  S_SPID_ATK2 */
  753.     {SPR_SPID,32775,4,{A_SPosAttack},S_SPID_ATK4,0,0},    /*  S_SPID_ATK3 */
  754.     {SPR_SPID,32775,1,{A_SpidRefire},S_SPID_ATK2,0,0},    /*  S_SPID_ATK4 */
  755.     {SPR_SPID,8,3,{NULL},S_SPID_PAIN2,0,0},    /*  S_SPID_PAIN */
  756.     {SPR_SPID,8,3,{A_Pain},S_SPID_RUN1,0,0},    /*  S_SPID_PAIN2 */
  757.     {SPR_SPID,9,20,{A_Scream},S_SPID_DIE2,0,0},    /*  S_SPID_DIE1 */
  758.     {SPR_SPID,10,10,{A_Fall},S_SPID_DIE3,0,0},    /*  S_SPID_DIE2 */
  759.     {SPR_SPID,11,10,{NULL},S_SPID_DIE4,0,0},    /*  S_SPID_DIE3 */
  760.     {SPR_SPID,12,10,{NULL},S_SPID_DIE5,0,0},    /*  S_SPID_DIE4 */
  761.     {SPR_SPID,13,10,{NULL},S_SPID_DIE6,0,0},    /*  S_SPID_DIE5 */
  762.     {SPR_SPID,14,10,{NULL},S_SPID_DIE7,0,0},    /*  S_SPID_DIE6 */
  763.     {SPR_SPID,15,10,{NULL},S_SPID_DIE8,0,0},    /*  S_SPID_DIE7 */
  764.     {SPR_SPID,16,10,{NULL},S_SPID_DIE9,0,0},    /*  S_SPID_DIE8 */
  765.     {SPR_SPID,17,10,{NULL},S_SPID_DIE10,0,0},    /*  S_SPID_DIE9 */
  766.     {SPR_SPID,18,30,{NULL},S_SPID_DIE11,0,0},    /*  S_SPID_DIE10 */
  767.     {SPR_SPID,18,-1,{A_BossDeath},S_NULL,0,0},    /*  S_SPID_DIE11 */
  768.     {SPR_BSPI,0,10,{A_Look},S_BSPI_STND2,0,0},    /*  S_BSPI_STND */
  769.     {SPR_BSPI,1,10,{A_Look},S_BSPI_STND,0,0},    /*  S_BSPI_STND2 */
  770.     {SPR_BSPI,0,20,{NULL},S_BSPI_RUN1,0,0},    /*  S_BSPI_SIGHT */
  771.     {SPR_BSPI,0,3,{A_BabyMetal},S_BSPI_RUN2,0,0},    /*  S_BSPI_RUN1 */
  772.     {SPR_BSPI,0,3,{A_Chase},S_BSPI_RUN3,0,0},    /*  S_BSPI_RUN2 */
  773.     {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN4,0,0},    /*  S_BSPI_RUN3 */
  774.     {SPR_BSPI,1,3,{A_Chase},S_BSPI_RUN5,0,0},    /*  S_BSPI_RUN4 */
  775.     {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN6,0,0},    /*  S_BSPI_RUN5 */
  776.     {SPR_BSPI,2,3,{A_Chase},S_BSPI_RUN7,0,0},    /*  S_BSPI_RUN6 */
  777.     {SPR_BSPI,3,3,{A_BabyMetal},S_BSPI_RUN8,0,0},    /*  S_BSPI_RUN7 */
  778.     {SPR_BSPI,3,3,{A_Chase},S_BSPI_RUN9,0,0},    /*  S_BSPI_RUN8 */
  779.     {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN10,0,0},    /*  S_BSPI_RUN9 */
  780.     {SPR_BSPI,4,3,{A_Chase},S_BSPI_RUN11,0,0},    /*  S_BSPI_RUN10 */
  781.     {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN12,0,0},    /*  S_BSPI_RUN11 */
  782.     {SPR_BSPI,5,3,{A_Chase},S_BSPI_RUN1,0,0},    /*  S_BSPI_RUN12 */
  783.     {SPR_BSPI,32768,20,{A_FaceTarget},S_BSPI_ATK2,0,0},    /*  S_BSPI_ATK1 */
  784.     {SPR_BSPI,32774,4,{A_BspiAttack},S_BSPI_ATK3,0,0},    /*  S_BSPI_ATK2 */
  785.     {SPR_BSPI,32775,4,{NULL},S_BSPI_ATK4,0,0},    /*  S_BSPI_ATK3 */
  786.     {SPR_BSPI,32775,1,{A_SpidRefire},S_BSPI_ATK2,0,0},    /*  S_BSPI_ATK4 */
  787.     {SPR_BSPI,8,3,{NULL},S_BSPI_PAIN2,0,0},    /*  S_BSPI_PAIN */
  788.     {SPR_BSPI,8,3,{A_Pain},S_BSPI_RUN1,0,0},    /*  S_BSPI_PAIN2 */
  789.     {SPR_BSPI,9,20,{A_Scream},S_BSPI_DIE2,0,0},    /*  S_BSPI_DIE1 */
  790.     {SPR_BSPI,10,7,{A_Fall},S_BSPI_DIE3,0,0},    /*  S_BSPI_DIE2 */
  791.     {SPR_BSPI,11,7,{NULL},S_BSPI_DIE4,0,0},    /*  S_BSPI_DIE3 */
  792.     {SPR_BSPI,12,7,{NULL},S_BSPI_DIE5,0,0},    /*  S_BSPI_DIE4 */
  793.     {SPR_BSPI,13,7,{NULL},S_BSPI_DIE6,0,0},    /*  S_BSPI_DIE5 */
  794.     {SPR_BSPI,14,7,{NULL},S_BSPI_DIE7,0,0},    /*  S_BSPI_DIE6 */
  795.     {SPR_BSPI,15,-1,{A_BossDeath},S_NULL,0,0},    /*  S_BSPI_DIE7 */
  796.     {SPR_BSPI,15,5,{NULL},S_BSPI_RAISE2,0,0},    /*  S_BSPI_RAISE1 */
  797.     {SPR_BSPI,14,5,{NULL},S_BSPI_RAISE3,0,0},    /*  S_BSPI_RAISE2 */
  798.     {SPR_BSPI,13,5,{NULL},S_BSPI_RAISE4,0,0},    /*  S_BSPI_RAISE3 */
  799.     {SPR_BSPI,12,5,{NULL},S_BSPI_RAISE5,0,0},    /*  S_BSPI_RAISE4 */
  800.     {SPR_BSPI,11,5,{NULL},S_BSPI_RAISE6,0,0},    /*  S_BSPI_RAISE5 */
  801.     {SPR_BSPI,10,5,{NULL},S_BSPI_RAISE7,0,0},    /*  S_BSPI_RAISE6 */
  802.     {SPR_BSPI,9,5,{NULL},S_BSPI_RUN1,0,0},    /*  S_BSPI_RAISE7 */
  803.     {SPR_APLS,32768,5,{NULL},S_ARACH_PLAZ2,0,0},    /*  S_ARACH_PLAZ */
  804.     {SPR_APLS,32769,5,{NULL},S_ARACH_PLAZ,0,0},    /*  S_ARACH_PLAZ2 */
  805.     {SPR_APBX,32768,5,{NULL},S_ARACH_PLEX2,0,0},    /*  S_ARACH_PLEX */
  806.     {SPR_APBX,32769,5,{NULL},S_ARACH_PLEX3,0,0},    /*  S_ARACH_PLEX2 */
  807.     {SPR_APBX,32770,5,{NULL},S_ARACH_PLEX4,0,0},    /*  S_ARACH_PLEX3 */
  808.     {SPR_APBX,32771,5,{NULL},S_ARACH_PLEX5,0,0},    /*  S_ARACH_PLEX4 */
  809.     {SPR_APBX,32772,5,{NULL},S_NULL,0,0},    /*  S_ARACH_PLEX5 */
  810.     {SPR_CYBR,0,10,{A_Look},S_CYBER_STND2,0,0},    /*  S_CYBER_STND */
  811.     {SPR_CYBR,1,10,{A_Look},S_CYBER_STND,0,0},    /*  S_CYBER_STND2 */
  812.     {SPR_CYBR,0,3,{A_Hoof},S_CYBER_RUN2,0,0},    /*  S_CYBER_RUN1 */
  813.     {SPR_CYBR,0,3,{A_Chase},S_CYBER_RUN3,0,0},    /*  S_CYBER_RUN2 */
  814.     {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN4,0,0},    /*  S_CYBER_RUN3 */
  815.     {SPR_CYBR,1,3,{A_Chase},S_CYBER_RUN5,0,0},    /*  S_CYBER_RUN4 */
  816.     {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN6,0,0},    /*  S_CYBER_RUN5 */
  817.     {SPR_CYBR,2,3,{A_Chase},S_CYBER_RUN7,0,0},    /*  S_CYBER_RUN6 */
  818.     {SPR_CYBR,3,3,{A_Metal},S_CYBER_RUN8,0,0},    /*  S_CYBER_RUN7 */
  819.     {SPR_CYBR,3,3,{A_Chase},S_CYBER_RUN1,0,0},    /*  S_CYBER_RUN8 */
  820.     {SPR_CYBR,4,6,{A_FaceTarget},S_CYBER_ATK2,0,0},    /*  S_CYBER_ATK1 */
  821.     {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK3,0,0},    /*  S_CYBER_ATK2 */
  822.     {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK4,0,0},    /*  S_CYBER_ATK3 */
  823.     {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_ATK5,0,0},    /*  S_CYBER_ATK4 */
  824.     {SPR_CYBR,4,12,{A_FaceTarget},S_CYBER_ATK6,0,0},    /*  S_CYBER_ATK5 */
  825.     {SPR_CYBR,5,12,{A_CyberAttack},S_CYBER_RUN1,0,0},    /*  S_CYBER_ATK6 */
  826.     {SPR_CYBR,6,10,{A_Pain},S_CYBER_RUN1,0,0},    /*  S_CYBER_PAIN */
  827.     {SPR_CYBR,7,10,{NULL},S_CYBER_DIE2,0,0},    /*  S_CYBER_DIE1 */
  828.     {SPR_CYBR,8,10,{A_Scream},S_CYBER_DIE3,0,0},    /*  S_CYBER_DIE2 */
  829.     {SPR_CYBR,9,10,{NULL},S_CYBER_DIE4,0,0},    /*  S_CYBER_DIE3 */
  830.     {SPR_CYBR,10,10,{NULL},S_CYBER_DIE5,0,0},    /*  S_CYBER_DIE4 */
  831.     {SPR_CYBR,11,10,{NULL},S_CYBER_DIE6,0,0},    /*  S_CYBER_DIE5 */
  832.     {SPR_CYBR,12,10,{A_Fall},S_CYBER_DIE7,0,0},    /*  S_CYBER_DIE6 */
  833.     {SPR_CYBR,13,10,{NULL},S_CYBER_DIE8,0,0},    /*  S_CYBER_DIE7 */
  834.     {SPR_CYBR,14,10,{NULL},S_CYBER_DIE9,0,0},    /*  S_CYBER_DIE8 */
  835.     {SPR_CYBR,15,30,{NULL},S_CYBER_DIE10,0,0},    /*  S_CYBER_DIE9 */
  836.     {SPR_CYBR,15,-1,{A_BossDeath},S_NULL,0,0},    /*  S_CYBER_DIE10 */
  837.     {SPR_PAIN,0,10,{A_Look},S_PAIN_STND,0,0},    /*  S_PAIN_STND */
  838.     {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN2,0,0},    /*  S_PAIN_RUN1 */
  839.     {SPR_PAIN,0,3,{A_Chase},S_PAIN_RUN3,0,0},    /*  S_PAIN_RUN2 */
  840.     {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN4,0,0},    /*  S_PAIN_RUN3 */
  841.     {SPR_PAIN,1,3,{A_Chase},S_PAIN_RUN5,0,0},    /*  S_PAIN_RUN4 */
  842.     {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN6,0,0},    /*  S_PAIN_RUN5 */
  843.     {SPR_PAIN,2,3,{A_Chase},S_PAIN_RUN1,0,0},    /*  S_PAIN_RUN6 */
  844.     {SPR_PAIN,3,5,{A_FaceTarget},S_PAIN_ATK2,0,0},    /*  S_PAIN_ATK1 */
  845.     {SPR_PAIN,4,5,{A_FaceTarget},S_PAIN_ATK3,0,0},    /*  S_PAIN_ATK2 */
  846.     {SPR_PAIN,32773,5,{A_FaceTarget},S_PAIN_ATK4,0,0},    /*  S_PAIN_ATK3 */
  847.     {SPR_PAIN,32773,0,{A_PainAttack},S_PAIN_RUN1,0,0},    /*  S_PAIN_ATK4 */
  848.     {SPR_PAIN,6,6,{NULL},S_PAIN_PAIN2,0,0},    /*  S_PAIN_PAIN */
  849.     {SPR_PAIN,6,6,{A_Pain},S_PAIN_RUN1,0,0},    /*  S_PAIN_PAIN2 */
  850.     {SPR_PAIN,32775,8,{NULL},S_PAIN_DIE2,0,0},    /*  S_PAIN_DIE1 */
  851.     {SPR_PAIN,32776,8,{A_Scream},S_PAIN_DIE3,0,0},    /*  S_PAIN_DIE2 */
  852.     {SPR_PAIN,32777,8,{NULL},S_PAIN_DIE4,0,0},    /*  S_PAIN_DIE3 */
  853.     {SPR_PAIN,32778,8,{NULL},S_PAIN_DIE5,0,0},    /*  S_PAIN_DIE4 */
  854.     {SPR_PAIN,32779,8,{A_PainDie},S_PAIN_DIE6,0,0},    /*  S_PAIN_DIE5 */
  855.     {SPR_PAIN,32780,8,{NULL},S_NULL,0,0},    /*  S_PAIN_DIE6 */
  856.     {SPR_PAIN,12,8,{NULL},S_PAIN_RAISE2,0,0},    /*  S_PAIN_RAISE1 */
  857.     {SPR_PAIN,11,8,{NULL},S_PAIN_RAISE3,0,0},    /*  S_PAIN_RAISE2 */
  858.     {SPR_PAIN,10,8,{NULL},S_PAIN_RAISE4,0,0},    /*  S_PAIN_RAISE3 */
  859.     {SPR_PAIN,9,8,{NULL},S_PAIN_RAISE5,0,0},    /*  S_PAIN_RAISE4 */
  860.     {SPR_PAIN,8,8,{NULL},S_PAIN_RAISE6,0,0},    /*  S_PAIN_RAISE5 */
  861.     {SPR_PAIN,7,8,{NULL},S_PAIN_RUN1,0,0},    /*  S_PAIN_RAISE6 */
  862.     {SPR_SSWV,0,10,{A_Look},S_SSWV_STND2,0,0},    /*  S_SSWV_STND */
  863.     {SPR_SSWV,1,10,{A_Look},S_SSWV_STND,0,0},    /*  S_SSWV_STND2 */
  864.     {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN2,0,0},    /*  S_SSWV_RUN1 */
  865.     {SPR_SSWV,0,3,{A_Chase},S_SSWV_RUN3,0,0},    /*  S_SSWV_RUN2 */
  866.     {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN4,0,0},    /*  S_SSWV_RUN3 */
  867.     {SPR_SSWV,1,3,{A_Chase},S_SSWV_RUN5,0,0},    /*  S_SSWV_RUN4 */
  868.     {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN6,0,0},    /*  S_SSWV_RUN5 */
  869.     {SPR_SSWV,2,3,{A_Chase},S_SSWV_RUN7,0,0},    /*  S_SSWV_RUN6 */
  870.     {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN8,0,0},    /*  S_SSWV_RUN7 */
  871.     {SPR_SSWV,3,3,{A_Chase},S_SSWV_RUN1,0,0},    /*  S_SSWV_RUN8 */
  872.     {SPR_SSWV,4,10,{A_FaceTarget},S_SSWV_ATK2,0,0},    /*  S_SSWV_ATK1 */
  873.     {SPR_SSWV,5,10,{A_FaceTarget},S_SSWV_ATK3,0,0},    /*  S_SSWV_ATK2 */
  874.     {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK4,0,0},    /*  S_SSWV_ATK3 */
  875.     {SPR_SSWV,5,6,{A_FaceTarget},S_SSWV_ATK5,0,0},    /*  S_SSWV_ATK4 */
  876.     {SPR_SSWV,32774,4,{A_CPosAttack},S_SSWV_ATK6,0,0},    /*  S_SSWV_ATK5 */
  877.     {SPR_SSWV,5,1,{A_CPosRefire},S_SSWV_ATK2,0,0},    /*  S_SSWV_ATK6 */
  878.     {SPR_SSWV,7,3,{NULL},S_SSWV_PAIN2,0,0},    /*  S_SSWV_PAIN */
  879.     {SPR_SSWV,7,3,{A_Pain},S_SSWV_RUN1,0,0},    /*  S_SSWV_PAIN2 */
  880.     {SPR_SSWV,8,5,{NULL},S_SSWV_DIE2,0,0},    /*  S_SSWV_DIE1 */
  881.     {SPR_SSWV,9,5,{A_Scream},S_SSWV_DIE3,0,0},    /*  S_SSWV_DIE2 */
  882.     {SPR_SSWV,10,5,{A_Fall},S_SSWV_DIE4,0,0},    /*  S_SSWV_DIE3 */
  883.     {SPR_SSWV,11,5,{NULL},S_SSWV_DIE5,0,0},    /*  S_SSWV_DIE4 */
  884.     {SPR_SSWV,12,-1,{NULL},S_NULL,0,0},    /*  S_SSWV_DIE5 */
  885.     {SPR_SSWV,13,5,{NULL},S_SSWV_XDIE2,0,0},    /*  S_SSWV_XDIE1 */
  886.     {SPR_SSWV,14,5,{A_XScream},S_SSWV_XDIE3,0,0},    /*  S_SSWV_XDIE2 */
  887.     {SPR_SSWV,15,5,{A_Fall},S_SSWV_XDIE4,0,0},    /*  S_SSWV_XDIE3 */
  888.     {SPR_SSWV,16,5,{NULL},S_SSWV_XDIE5,0,0},    /*  S_SSWV_XDIE4 */
  889.     {SPR_SSWV,17,5,{NULL},S_SSWV_XDIE6,0,0},    /*  S_SSWV_XDIE5 */
  890.     {SPR_SSWV,18,5,{NULL},S_SSWV_XDIE7,0,0},    /*  S_SSWV_XDIE6 */
  891.     {SPR_SSWV,19,5,{NULL},S_SSWV_XDIE8,0,0},    /*  S_SSWV_XDIE7 */
  892.     {SPR_SSWV,20,5,{NULL},S_SSWV_XDIE9,0,0},    /*  S_SSWV_XDIE8 */
  893.     {SPR_SSWV,21,-1,{NULL},S_NULL,0,0},    /*  S_SSWV_XDIE9 */
  894.     {SPR_SSWV,12,5,{NULL},S_SSWV_RAISE2,0,0},    /*  S_SSWV_RAISE1 */
  895.     {SPR_SSWV,11,5,{NULL},S_SSWV_RAISE3,0,0},    /*  S_SSWV_RAISE2 */
  896.     {SPR_SSWV,10,5,{NULL},S_SSWV_RAISE4,0,0},    /*  S_SSWV_RAISE3 */
  897.     {SPR_SSWV,9,5,{NULL},S_SSWV_RAISE5,0,0},    /*  S_SSWV_RAISE4 */
  898.     {SPR_SSWV,8,5,{NULL},S_SSWV_RUN1,0,0},    /*  S_SSWV_RAISE5 */
  899.     {SPR_KEEN,0,-1,{NULL},S_KEENSTND,0,0},    /*  S_KEENSTND */
  900.     {SPR_KEEN,0,6,{NULL},S_COMMKEEN2,0,0},    /*  S_COMMKEEN */
  901.     {SPR_KEEN,1,6,{NULL},S_COMMKEEN3,0,0},    /*  S_COMMKEEN2 */
  902.     {SPR_KEEN,2,6,{A_Scream},S_COMMKEEN4,0,0},    /*  S_COMMKEEN3 */
  903.     {SPR_KEEN,3,6,{NULL},S_COMMKEEN5,0,0},    /*  S_COMMKEEN4 */
  904.     {SPR_KEEN,4,6,{NULL},S_COMMKEEN6,0,0},    /*  S_COMMKEEN5 */
  905.     {SPR_KEEN,5,6,{NULL},S_COMMKEEN7,0,0},    /*  S_COMMKEEN6 */
  906.     {SPR_KEEN,6,6,{NULL},S_COMMKEEN8,0,0},    /*  S_COMMKEEN7 */
  907.     {SPR_KEEN,7,6,{NULL},S_COMMKEEN9,0,0},    /*  S_COMMKEEN8 */
  908.     {SPR_KEEN,8,6,{NULL},S_COMMKEEN10,0,0},    /*  S_COMMKEEN9 */
  909.     {SPR_KEEN,9,6,{NULL},S_COMMKEEN11,0,0},    /*  S_COMMKEEN10 */
  910.     {SPR_KEEN,10,6,{A_KeenDie},S_COMMKEEN12,0,0},/*  S_COMMKEEN11 */
  911.     {SPR_KEEN,11,-1,{NULL},S_NULL,0,0},        /*  S_COMMKEEN12 */
  912.     {SPR_KEEN,12,4,{NULL},S_KEENPAIN2,0,0},    /*  S_KEENPAIN */
  913.     {SPR_KEEN,12,8,{A_Pain},S_KEENSTND,0,0},    /*  S_KEENPAIN2 */
  914.     {SPR_BBRN,0,-1,{NULL},S_NULL,0,0},        /*  S_BRAIN */
  915.     {SPR_BBRN,1,36,{A_BrainPain},S_BRAIN,0,0},    /*  S_BRAIN_PAIN */
  916.     {SPR_BBRN,0,100,{A_BrainScream},S_BRAIN_DIE2,0,0},    /*  S_BRAIN_DIE1 */
  917.     {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE3,0,0},    /*  S_BRAIN_DIE2 */
  918.     {SPR_BBRN,0,10,{NULL},S_BRAIN_DIE4,0,0},    /*  S_BRAIN_DIE3 */
  919.     {SPR_BBRN,0,-1,{A_BrainDie},S_NULL,0,0},    /*  S_BRAIN_DIE4 */
  920.     {SPR_SSWV,0,10,{A_Look},S_BRAINEYE,0,0},    /*  S_BRAINEYE */
  921.     {SPR_SSWV,0,181,{A_BrainAwake},S_BRAINEYE1,0,0},    /*  S_BRAINEYESEE */
  922.     {SPR_SSWV,0,150,{A_BrainSpit},S_BRAINEYE1,0,0},    /*  S_BRAINEYE1 */
  923.     {SPR_BOSF,32768,3,{A_SpawnSound},S_SPAWN2,0,0},    /*  S_SPAWN1 */
  924.     {SPR_BOSF,32769,3,{A_SpawnFly},S_SPAWN3,0,0},    /*  S_SPAWN2 */
  925.     {SPR_BOSF,32770,3,{A_SpawnFly},S_SPAWN4,0,0},    /*  S_SPAWN3 */
  926.     {SPR_BOSF,32771,3,{A_SpawnFly},S_SPAWN1,0,0},    /*  S_SPAWN4 */
  927.     {SPR_FIRE,32768,4,{A_Fire},S_SPAWNFIRE2,0,0},    /*  S_SPAWNFIRE1 */
  928.     {SPR_FIRE,32769,4,{A_Fire},S_SPAWNFIRE3,0,0},    /*  S_SPAWNFIRE2 */
  929.     {SPR_FIRE,32770,4,{A_Fire},S_SPAWNFIRE4,0,0},    /*  S_SPAWNFIRE3 */
  930.     {SPR_FIRE,32771,4,{A_Fire},S_SPAWNFIRE5,0,0},    /*  S_SPAWNFIRE4 */
  931.     {SPR_FIRE,32772,4,{A_Fire},S_SPAWNFIRE6,0,0},    /*  S_SPAWNFIRE5 */
  932.     {SPR_FIRE,32773,4,{A_Fire},S_SPAWNFIRE7,0,0},    /*  S_SPAWNFIRE6 */
  933.     {SPR_FIRE,32774,4,{A_Fire},S_SPAWNFIRE8,0,0},    /*  S_SPAWNFIRE7 */
  934.     {SPR_FIRE,32775,4,{A_Fire},S_NULL,0,0},        /*  S_SPAWNFIRE8 */
  935.     {SPR_MISL,32769,10,{NULL},S_BRAINEXPLODE2,0,0},    /*  S_BRAINEXPLODE1 */
  936.     {SPR_MISL,32770,10,{NULL},S_BRAINEXPLODE3,0,0},    /*  S_BRAINEXPLODE2 */
  937.     {SPR_MISL,32771,10,{A_BrainExplode},S_NULL,0,0},    /*  S_BRAINEXPLODE3 */
  938.     {SPR_ARM1,0,6,{NULL},S_ARM1A,0,0},    /*  S_ARM1 */
  939.     {SPR_ARM1,32769,7,{NULL},S_ARM1,0,0},    /*  S_ARM1A */
  940.     {SPR_ARM2,0,6,{NULL},S_ARM2A,0,0},    /*  S_ARM2 */
  941.     {SPR_ARM2,32769,6,{NULL},S_ARM2,0,0},    /*  S_ARM2A */
  942.     {SPR_BAR1,0,6,{NULL},S_BAR2,0,0},    /*  S_BAR1 */
  943.     {SPR_BAR1,1,6,{NULL},S_BAR1,0,0},    /*  S_BAR2 */
  944.     {SPR_BEXP,32768,5,{NULL},S_BEXP2,0,0},    /*  S_BEXP */
  945.     {SPR_BEXP,32769,5,{A_Scream},S_BEXP3,0,0},    /*  S_BEXP2 */
  946.     {SPR_BEXP,32770,5,{NULL},S_BEXP4,0,0},    /*  S_BEXP3 */
  947.     {SPR_BEXP,32771,10,{A_Explode},S_BEXP5,0,0},    /*  S_BEXP4 */
  948.     {SPR_BEXP,32772,10,{NULL},S_NULL,0,0},    /*  S_BEXP5 */
  949.     {SPR_FCAN,32768,4,{NULL},S_BBAR2,0,0},    /*  S_BBAR1 */
  950.     {SPR_FCAN,32769,4,{NULL},S_BBAR3,0,0},    /*  S_BBAR2 */
  951.     {SPR_FCAN,32770,4,{NULL},S_BBAR1,0,0},    /*  S_BBAR3 */
  952.     {SPR_BON1,0,6,{NULL},S_BON1A,0,0},    /*  S_BON1 */
  953.     {SPR_BON1,1,6,{NULL},S_BON1B,0,0},    /*  S_BON1A */
  954.     {SPR_BON1,2,6,{NULL},S_BON1C,0,0},    /*  S_BON1B */
  955.     {SPR_BON1,3,6,{NULL},S_BON1D,0,0},    /*  S_BON1C */
  956.     {SPR_BON1,2,6,{NULL},S_BON1E,0,0},    /*  S_BON1D */
  957.     {SPR_BON1,1,6,{NULL},S_BON1,0,0},    /*  S_BON1E */
  958.     {SPR_BON2,0,6,{NULL},S_BON2A,0,0},    /*  S_BON2 */
  959.     {SPR_BON2,1,6,{NULL},S_BON2B,0,0},    /*  S_BON2A */
  960.     {SPR_BON2,2,6,{NULL},S_BON2C,0,0},    /*  S_BON2B */
  961.     {SPR_BON2,3,6,{NULL},S_BON2D,0,0},    /*  S_BON2C */
  962.     {SPR_BON2,2,6,{NULL},S_BON2E,0,0},    /*  S_BON2D */
  963.     {SPR_BON2,1,6,{NULL},S_BON2,0,0},    /*  S_BON2E */
  964.     {SPR_BKEY,0,10,{NULL},S_BKEY2,0,0},    /*  S_BKEY */
  965.     {SPR_BKEY,32769,10,{NULL},S_BKEY,0,0},    /*  S_BKEY2 */
  966.     {SPR_RKEY,0,10,{NULL},S_RKEY2,0,0},    /*  S_RKEY */
  967.     {SPR_RKEY,32769,10,{NULL},S_RKEY,0,0},    /*  S_RKEY2 */
  968.     {SPR_YKEY,0,10,{NULL},S_YKEY2,0,0},    /*  S_YKEY */
  969.     {SPR_YKEY,32769,10,{NULL},S_YKEY,0,0},    /*  S_YKEY2 */
  970.     {SPR_BSKU,0,10,{NULL},S_BSKULL2,0,0},    /*  S_BSKULL */
  971.     {SPR_BSKU,32769,10,{NULL},S_BSKULL,0,0},    /*  S_BSKULL2 */
  972.     {SPR_RSKU,0,10,{NULL},S_RSKULL2,0,0},    /*  S_RSKULL */
  973.     {SPR_RSKU,32769,10,{NULL},S_RSKULL,0,0},    /*  S_RSKULL2 */
  974.     {SPR_YSKU,0,10,{NULL},S_YSKULL2,0,0},    /*  S_YSKULL */
  975.     {SPR_YSKU,32769,10,{NULL},S_YSKULL,0,0},    /*  S_YSKULL2 */
  976.     {SPR_STIM,0,-1,{NULL},S_NULL,0,0},    /*  S_STIM */
  977.     {SPR_MEDI,0,-1,{NULL},S_NULL,0,0},    /*  S_MEDI */
  978.     {SPR_SOUL,32768,6,{NULL},S_SOUL2,0,0},    /*  S_SOUL */
  979.     {SPR_SOUL,32769,6,{NULL},S_SOUL3,0,0},    /*  S_SOUL2 */
  980.     {SPR_SOUL,32770,6,{NULL},S_SOUL4,0,0},    /*  S_SOUL3 */
  981.     {SPR_SOUL,32771,6,{NULL},S_SOUL5,0,0},    /*  S_SOUL4 */
  982.     {SPR_SOUL,32770,6,{NULL},S_SOUL6,0,0},    /*  S_SOUL5 */
  983.     {SPR_SOUL,32769,6,{NULL},S_SOUL,0,0},    /*  S_SOUL6 */
  984.     {SPR_PINV,32768,6,{NULL},S_PINV2,0,0},    /*  S_PINV */
  985.     {SPR_PINV,32769,6,{NULL},S_PINV3,0,0},    /*  S_PINV2 */
  986.     {SPR_PINV,32770,6,{NULL},S_PINV4,0,0},    /*  S_PINV3 */
  987.     {SPR_PINV,32771,6,{NULL},S_PINV,0,0},    /*  S_PINV4 */
  988.     {SPR_PSTR,32768,-1,{NULL},S_NULL,0,0},    /*  S_PSTR */
  989.     {SPR_PINS,32768,6,{NULL},S_PINS2,0,0},    /*  S_PINS */
  990.     {SPR_PINS,32769,6,{NULL},S_PINS3,0,0},    /*  S_PINS2 */
  991.     {SPR_PINS,32770,6,{NULL},S_PINS4,0,0},    /*  S_PINS3 */
  992.     {SPR_PINS,32771,6,{NULL},S_PINS,0,0},    /*  S_PINS4 */
  993.     {SPR_MEGA,32768,6,{NULL},S_MEGA2,0,0},    /*  S_MEGA */
  994.     {SPR_MEGA,32769,6,{NULL},S_MEGA3,0,0},    /*  S_MEGA2 */
  995.     {SPR_MEGA,32770,6,{NULL},S_MEGA4,0,0},    /*  S_MEGA3 */
  996.     {SPR_MEGA,32771,6,{NULL},S_MEGA,0,0},    /*  S_MEGA4 */
  997.     {SPR_SUIT,32768,-1,{NULL},S_NULL,0,0},    /*  S_SUIT */
  998.     {SPR_PMAP,32768,6,{NULL},S_PMAP2,0,0},    /*  S_PMAP */
  999.     {SPR_PMAP,32769,6,{NULL},S_PMAP3,0,0},    /*  S_PMAP2 */
  1000.     {SPR_PMAP,32770,6,{NULL},S_PMAP4,0,0},    /*  S_PMAP3 */
  1001.     {SPR_PMAP,32771,6,{NULL},S_PMAP5,0,0},    /*  S_PMAP4 */
  1002.     {SPR_PMAP,32770,6,{NULL},S_PMAP6,0,0},    /*  S_PMAP5 */
  1003.     {SPR_PMAP,32769,6,{NULL},S_PMAP,0,0},    /*  S_PMAP6 */
  1004.     {SPR_PVIS,32768,6,{NULL},S_PVIS2,0,0},    /*  S_PVIS */
  1005.     {SPR_PVIS,1,6,{NULL},S_PVIS,0,0},    /*  S_PVIS2 */
  1006.     {SPR_CLIP,0,-1,{NULL},S_NULL,0,0},    /*  S_CLIP */
  1007.     {SPR_AMMO,0,-1,{NULL},S_NULL,0,0},    /*  S_AMMO */
  1008.     {SPR_ROCK,0,-1,{NULL},S_NULL,0,0},    /*  S_ROCK */
  1009.     {SPR_BROK,0,-1,{NULL},S_NULL,0,0},    /*  S_BROK */
  1010.     {SPR_CELL,0,-1,{NULL},S_NULL,0,0},    /*  S_CELL */
  1011.     {SPR_CELP,0,-1,{NULL},S_NULL,0,0},    /*  S_CELP */
  1012.     {SPR_SHEL,0,-1,{NULL},S_NULL,0,0},    /*  S_SHEL */
  1013.     {SPR_SBOX,0,-1,{NULL},S_NULL,0,0},    /*  S_SBOX */
  1014.     {SPR_BPAK,0,-1,{NULL},S_NULL,0,0},    /*  S_BPAK */
  1015.     {SPR_BFUG,0,-1,{NULL},S_NULL,0,0},    /*  S_BFUG */
  1016.     {SPR_MGUN,0,-1,{NULL},S_NULL,0,0},    /*  S_MGUN */
  1017.     {SPR_CSAW,0,-1,{NULL},S_NULL,0,0},    /*  S_CSAW */
  1018.     {SPR_LAUN,0,-1,{NULL},S_NULL,0,0},    /*  S_LAUN */
  1019.     {SPR_PLAS,0,-1,{NULL},S_NULL,0,0},    /*  S_PLAS */
  1020.     {SPR_SHOT,0,-1,{NULL},S_NULL,0,0},    /*  S_SHOT */
  1021.     {SPR_SGN2,0,-1,{NULL},S_NULL,0,0},    /*  S_SHOT2 */
  1022.     {SPR_COLU,32768,-1,{NULL},S_NULL,0,0},    /*  S_COLU */
  1023.     {SPR_SMT2,0,-1,{NULL},S_NULL,0,0},    /*  S_STALAG */
  1024.     {SPR_GOR1,0,10,{NULL},S_BLOODYTWITCH2,0,0},    /*  S_BLOODYTWITCH */
  1025.     {SPR_GOR1,1,15,{NULL},S_BLOODYTWITCH3,0,0},    /*  S_BLOODYTWITCH2 */
  1026.     {SPR_GOR1,2,8,{NULL},S_BLOODYTWITCH4,0,0},    /*  S_BLOODYTWITCH3 */
  1027.     {SPR_GOR1,1,6,{NULL},S_BLOODYTWITCH,0,0},    /*  S_BLOODYTWITCH4 */
  1028.     {SPR_PLAY,13,-1,{NULL},S_NULL,0,0},    /*  S_DEADTORSO */
  1029.     {SPR_PLAY,18,-1,{NULL},S_NULL,0,0},    /*  S_DEADBOTTOM */
  1030.     {SPR_POL2,0,-1,{NULL},S_NULL,0,0},    /*  S_HEADSONSTICK */
  1031.     {SPR_POL5,0,-1,{NULL},S_NULL,0,0},    /*  S_GIBS */
  1032.     {SPR_POL4,0,-1,{NULL},S_NULL,0,0},    /*  S_HEADONASTICK */
  1033.     {SPR_POL3,32768,6,{NULL},S_HEADCANDLES2,0,0},    /*  S_HEADCANDLES */
  1034.     {SPR_POL3,32769,6,{NULL},S_HEADCANDLES,0,0},    /*  S_HEADCANDLES2 */
  1035.     {SPR_POL1,0,-1,{NULL},S_NULL,0,0},    /*  S_DEADSTICK */
  1036.     {SPR_POL6,0,6,{NULL},S_LIVESTICK2,0,0},    /*  S_LIVESTICK */
  1037.     {SPR_POL6,1,8,{NULL},S_LIVESTICK,0,0},    /*  S_LIVESTICK2 */
  1038.     {SPR_GOR2,0,-1,{NULL},S_NULL,0,0},    /*  S_MEAT2 */
  1039.     {SPR_GOR3,0,-1,{NULL},S_NULL,0,0},    /*  S_MEAT3 */
  1040.     {SPR_GOR4,0,-1,{NULL},S_NULL,0,0},    /*  S_MEAT4 */
  1041.     {SPR_GOR5,0,-1,{NULL},S_NULL,0,0},    /*  S_MEAT5 */
  1042.     {SPR_SMIT,0,-1,{NULL},S_NULL,0,0},    /*  S_STALAGTITE */
  1043.     {SPR_COL1,0,-1,{NULL},S_NULL,0,0},    /*  S_TALLGRNCOL */
  1044.     {SPR_COL2,0,-1,{NULL},S_NULL,0,0},    /*  S_SHRTGRNCOL */
  1045.     {SPR_COL3,0,-1,{NULL},S_NULL,0,0},    /*  S_TALLREDCOL */
  1046.     {SPR_COL4,0,-1,{NULL},S_NULL,0,0},    /*  S_SHRTREDCOL */
  1047.     {SPR_CAND,32768,-1,{NULL},S_NULL,0,0},    /*  S_CANDLESTIK */
  1048.     {SPR_CBRA,32768,-1,{NULL},S_NULL,0,0},    /*  S_CANDELABRA */
  1049.     {SPR_COL6,0,-1,{NULL},S_NULL,0,0},    /*  S_SKULLCOL */
  1050.     {SPR_TRE1,0,-1,{NULL},S_NULL,0,0},    /*  S_TORCHTREE */
  1051.     {SPR_TRE2,0,-1,{NULL},S_NULL,0,0},    /*  S_BIGTREE */
  1052.     {SPR_ELEC,0,-1,{NULL},S_NULL,0,0},    /*  S_TECHPILLAR */
  1053.     {SPR_CEYE,32768,6,{NULL},S_EVILEYE2,0,0},    /*  S_EVILEYE */
  1054.     {SPR_CEYE,32769,6,{NULL},S_EVILEYE3,0,0},    /*  S_EVILEYE2 */
  1055.     {SPR_CEYE,32770,6,{NULL},S_EVILEYE4,0,0},    /*  S_EVILEYE3 */
  1056.     {SPR_CEYE,32769,6,{NULL},S_EVILEYE,0,0},    /*  S_EVILEYE4 */
  1057.     {SPR_FSKU,32768,6,{NULL},S_FLOATSKULL2,0,0},    /*  S_FLOATSKULL */
  1058.     {SPR_FSKU,32769,6,{NULL},S_FLOATSKULL3,0,0},    /*  S_FLOATSKULL2 */
  1059.     {SPR_FSKU,32770,6,{NULL},S_FLOATSKULL,0,0},    /*  S_FLOATSKULL3 */
  1060.     {SPR_COL5,0,14,{NULL},S_HEARTCOL2,0,0},    /*  S_HEARTCOL */
  1061.     {SPR_COL5,1,14,{NULL},S_HEARTCOL,0,0},    /*  S_HEARTCOL2 */
  1062.     {SPR_TBLU,32768,4,{NULL},S_BLUETORCH2,0,0},    /*  S_BLUETORCH */
  1063.     {SPR_TBLU,32769,4,{NULL},S_BLUETORCH3,0,0},    /*  S_BLUETORCH2 */
  1064.     {SPR_TBLU,32770,4,{NULL},S_BLUETORCH4,0,0},    /*  S_BLUETORCH3 */
  1065.     {SPR_TBLU,32771,4,{NULL},S_BLUETORCH,0,0},    /*  S_BLUETORCH4 */
  1066.     {SPR_TGRN,32768,4,{NULL},S_GREENTORCH2,0,0},    /*  S_GREENTORCH */
  1067.     {SPR_TGRN,32769,4,{NULL},S_GREENTORCH3,0,0},    /*  S_GREENTORCH2 */
  1068.     {SPR_TGRN,32770,4,{NULL},S_GREENTORCH4,0,0},    /*  S_GREENTORCH3 */
  1069.     {SPR_TGRN,32771,4,{NULL},S_GREENTORCH,0,0},    /*  S_GREENTORCH4 */
  1070.     {SPR_TRED,32768,4,{NULL},S_REDTORCH2,0,0},    /*  S_REDTORCH */
  1071.     {SPR_TRED,32769,4,{NULL},S_REDTORCH3,0,0},    /*  S_REDTORCH2 */
  1072.     {SPR_TRED,32770,4,{NULL},S_REDTORCH4,0,0},    /*  S_REDTORCH3 */
  1073.     {SPR_TRED,32771,4,{NULL},S_REDTORCH,0,0},    /*  S_REDTORCH4 */
  1074.     {SPR_SMBT,32768,4,{NULL},S_BTORCHSHRT2,0,0},    /*  S_BTORCHSHRT */
  1075.     {SPR_SMBT,32769,4,{NULL},S_BTORCHSHRT3,0,0},    /*  S_BTORCHSHRT2 */
  1076.     {SPR_SMBT,32770,4,{NULL},S_BTORCHSHRT4,0,0},    /*  S_BTORCHSHRT3 */
  1077.     {SPR_SMBT,32771,4,{NULL},S_BTORCHSHRT,0,0},    /*  S_BTORCHSHRT4 */
  1078.     {SPR_SMGT,32768,4,{NULL},S_GTORCHSHRT2,0,0},    /*  S_GTORCHSHRT */
  1079.     {SPR_SMGT,32769,4,{NULL},S_GTORCHSHRT3,0,0},    /*  S_GTORCHSHRT2 */
  1080.     {SPR_SMGT,32770,4,{NULL},S_GTORCHSHRT4,0,0},    /*  S_GTORCHSHRT3 */
  1081.     {SPR_SMGT,32771,4,{NULL},S_GTORCHSHRT,0,0},    /*  S_GTORCHSHRT4 */
  1082.     {SPR_SMRT,32768,4,{NULL},S_RTORCHSHRT2,0,0},    /*  S_RTORCHSHRT */
  1083.     {SPR_SMRT,32769,4,{NULL},S_RTORCHSHRT3,0,0},    /*  S_RTORCHSHRT2 */
  1084.     {SPR_SMRT,32770,4,{NULL},S_RTORCHSHRT4,0,0},    /*  S_RTORCHSHRT3 */
  1085.     {SPR_SMRT,32771,4,{NULL},S_RTORCHSHRT,0,0},    /*  S_RTORCHSHRT4 */
  1086.     {SPR_HDB1,0,-1,{NULL},S_NULL,0,0},    /*  S_HANGNOGUTS */
  1087.     {SPR_HDB2,0,-1,{NULL},S_NULL,0,0},    /*  S_HANGBNOBRAIN */
  1088.     {SPR_HDB3,0,-1,{NULL},S_NULL,0,0},    /*  S_HANGTLOOKDN */
  1089.     {SPR_HDB4,0,-1,{NULL},S_NULL,0,0},    /*  S_HANGTSKULL */
  1090.     {SPR_HDB5,0,-1,{NULL},S_NULL,0,0},    /*  S_HANGTLOOKUP */
  1091.     {SPR_HDB6,0,-1,{NULL},S_NULL,0,0},    /*  S_HANGTNOBRAIN */
  1092.     {SPR_POB1,0,-1,{NULL},S_NULL,0,0},    /*  S_COLONGIBS */
  1093.     {SPR_POB2,0,-1,{NULL},S_NULL,0,0},    /*  S_SMALLPOOL */
  1094.     {SPR_BRS1,0,-1,{NULL},S_NULL,0,0},        /*  S_BRAINSTEM */
  1095.     {SPR_TLMP,32768,4,{NULL},S_TECHLAMP2,0,0},    /*  S_TECHLAMP */
  1096.     {SPR_TLMP,32769,4,{NULL},S_TECHLAMP3,0,0},    /*  S_TECHLAMP2 */
  1097.     {SPR_TLMP,32770,4,{NULL},S_TECHLAMP4,0,0},    /*  S_TECHLAMP3 */
  1098.     {SPR_TLMP,32771,4,{NULL},S_TECHLAMP,0,0},    /*  S_TECHLAMP4 */
  1099.     {SPR_TLP2,32768,4,{NULL},S_TECH2LAMP2,0,0},    /*  S_TECH2LAMP */
  1100.     {SPR_TLP2,32769,4,{NULL},S_TECH2LAMP3,0,0},    /*  S_TECH2LAMP2 */
  1101.     {SPR_TLP2,32770,4,{NULL},S_TECH2LAMP4,0,0},    /*  S_TECH2LAMP3 */
  1102.     {SPR_TLP2,32771,4,{NULL},S_TECH2LAMP,0,0}    /*  S_TECH2LAMP4 */
  1103. };
  1104.  
  1105.  
  1106. mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
  1107.  
  1108.     {        /*  MT_PLAYER */
  1109.     -1,        /*  doomednum */
  1110.     S_PLAY,        /*  spawnstate */
  1111.     100,        /*  spawnhealth */
  1112.     S_PLAY_RUN1,        /*  seestate */
  1113.     sfx_None,        /*  seesound */
  1114.     0,        /*  reactiontime */
  1115.     sfx_None,        /*  attacksound */
  1116.     S_PLAY_PAIN,        /*  painstate */
  1117.     255,        /*  painchance */
  1118.     sfx_plpain,        /*  painsound */
  1119.     S_NULL,        /*  meleestate */
  1120.     S_PLAY_ATK1,        /*  missilestate */
  1121.     S_PLAY_DIE1,        /*  deathstate */
  1122.     S_PLAY_XDIE1,        /*  xdeathstate */
  1123.     sfx_pldeth,        /*  deathsound */
  1124.     0,        /*  speed */
  1125.     16*FRACUNIT,        /*  radius */
  1126.     56*FRACUNIT,        /*  height */
  1127.     100,        /*  mass */
  1128.     0,        /*  damage */
  1129.     sfx_None,        /*  activesound */
  1130.     MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH,        /*  flags */
  1131.     S_NULL        /*  raisestate */
  1132.     },
  1133.  
  1134.     {        /*  MT_POSSESSED */
  1135.     3004,        /*  doomednum */
  1136.     S_POSS_STND,        /*  spawnstate */
  1137.     20,        /*  spawnhealth */
  1138.     S_POSS_RUN1,        /*  seestate */
  1139.     sfx_posit1,        /*  seesound */
  1140.     8,        /*  reactiontime */
  1141.     sfx_pistol,        /*  attacksound */
  1142.     S_POSS_PAIN,        /*  painstate */
  1143.     200,        /*  painchance */
  1144.     sfx_popain,        /*  painsound */
  1145.     0,        /*  meleestate */
  1146.     S_POSS_ATK1,        /*  missilestate */
  1147.     S_POSS_DIE1,        /*  deathstate */
  1148.     S_POSS_XDIE1,        /*  xdeathstate */
  1149.     sfx_podth1,        /*  deathsound */
  1150.     8,        /*  speed */
  1151.     20*FRACUNIT,        /*  radius */
  1152.     56*FRACUNIT,        /*  height */
  1153.     100,        /*  mass */
  1154.     0,        /*  damage */
  1155.     sfx_posact,        /*  activesound */
  1156.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1157.     S_POSS_RAISE1        /*  raisestate */
  1158.     },
  1159.  
  1160.     {        /*  MT_SHOTGUY */
  1161.     9,        /*  doomednum */
  1162.     S_SPOS_STND,        /*  spawnstate */
  1163.     30,        /*  spawnhealth */
  1164.     S_SPOS_RUN1,        /*  seestate */
  1165.     sfx_posit2,        /*  seesound */
  1166.     8,        /*  reactiontime */
  1167.     0,        /*  attacksound */
  1168.     S_SPOS_PAIN,        /*  painstate */
  1169.     170,        /*  painchance */
  1170.     sfx_popain,        /*  painsound */
  1171.     0,        /*  meleestate */
  1172.     S_SPOS_ATK1,        /*  missilestate */
  1173.     S_SPOS_DIE1,        /*  deathstate */
  1174.     S_SPOS_XDIE1,        /*  xdeathstate */
  1175.     sfx_podth2,        /*  deathsound */
  1176.     8,        /*  speed */
  1177.     20*FRACUNIT,        /*  radius */
  1178.     56*FRACUNIT,        /*  height */
  1179.     100,        /*  mass */
  1180.     0,        /*  damage */
  1181.     sfx_posact,        /*  activesound */
  1182.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1183.     S_SPOS_RAISE1        /*  raisestate */
  1184.     },
  1185.  
  1186.     {        /*  MT_VILE */
  1187.     64,        /*  doomednum */
  1188.     S_VILE_STND,        /*  spawnstate */
  1189.     700,        /*  spawnhealth */
  1190.     S_VILE_RUN1,        /*  seestate */
  1191.     sfx_vilsit,        /*  seesound */
  1192.     8,        /*  reactiontime */
  1193.     0,        /*  attacksound */
  1194.     S_VILE_PAIN,        /*  painstate */
  1195.     10,        /*  painchance */
  1196.     sfx_vipain,        /*  painsound */
  1197.     0,        /*  meleestate */
  1198.     S_VILE_ATK1,        /*  missilestate */
  1199.     S_VILE_DIE1,        /*  deathstate */
  1200.     S_NULL,        /*  xdeathstate */
  1201.     sfx_vildth,        /*  deathsound */
  1202.     15,        /*  speed */
  1203.     20*FRACUNIT,        /*  radius */
  1204.     56*FRACUNIT,        /*  height */
  1205.     500,        /*  mass */
  1206.     0,        /*  damage */
  1207.     sfx_vilact,        /*  activesound */
  1208.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1209.     S_NULL        /*  raisestate */
  1210.     },
  1211.  
  1212.     {        /*  MT_FIRE */
  1213.     -1,        /*  doomednum */
  1214.     S_FIRE1,        /*  spawnstate */
  1215.     1000,        /*  spawnhealth */
  1216.     S_NULL,        /*  seestate */
  1217.     sfx_None,        /*  seesound */
  1218.     8,        /*  reactiontime */
  1219.     sfx_None,        /*  attacksound */
  1220.     S_NULL,        /*  painstate */
  1221.     0,        /*  painchance */
  1222.     sfx_None,        /*  painsound */
  1223.     S_NULL,        /*  meleestate */
  1224.     S_NULL,        /*  missilestate */
  1225.     S_NULL,        /*  deathstate */
  1226.     S_NULL,        /*  xdeathstate */
  1227.     sfx_None,        /*  deathsound */
  1228.     0,        /*  speed */
  1229.     20*FRACUNIT,        /*  radius */
  1230.     16*FRACUNIT,        /*  height */
  1231.     100,        /*  mass */
  1232.     0,        /*  damage */
  1233.     sfx_None,        /*  activesound */
  1234.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  1235.     S_NULL        /*  raisestate */
  1236.     },
  1237.  
  1238.     {        /*  MT_UNDEAD */
  1239.     66,        /*  doomednum */
  1240.     S_SKEL_STND,        /*  spawnstate */
  1241.     300,        /*  spawnhealth */
  1242.     S_SKEL_RUN1,        /*  seestate */
  1243.     sfx_skesit,        /*  seesound */
  1244.     8,        /*  reactiontime */
  1245.     0,        /*  attacksound */
  1246.     S_SKEL_PAIN,        /*  painstate */
  1247.     100,        /*  painchance */
  1248.     sfx_popain,        /*  painsound */
  1249.     S_SKEL_FIST1,        /*  meleestate */
  1250.     S_SKEL_MISS1,        /*  missilestate */
  1251.     S_SKEL_DIE1,        /*  deathstate */
  1252.     S_NULL,        /*  xdeathstate */
  1253.     sfx_skedth,        /*  deathsound */
  1254.     10,        /*  speed */
  1255.     20*FRACUNIT,        /*  radius */
  1256.     56*FRACUNIT,        /*  height */
  1257.     500,        /*  mass */
  1258.     0,        /*  damage */
  1259.     sfx_skeact,        /*  activesound */
  1260.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1261.     S_SKEL_RAISE1        /*  raisestate */
  1262.     },
  1263.  
  1264.     {        /*  MT_TRACER */
  1265.     -1,        /*  doomednum */
  1266.     S_TRACER,        /*  spawnstate */
  1267.     1000,        /*  spawnhealth */
  1268.     S_NULL,        /*  seestate */
  1269.     sfx_skeatk,        /*  seesound */
  1270.     8,        /*  reactiontime */
  1271.     sfx_None,        /*  attacksound */
  1272.     S_NULL,        /*  painstate */
  1273.     0,        /*  painchance */
  1274.     sfx_None,        /*  painsound */
  1275.     S_NULL,        /*  meleestate */
  1276.     S_NULL,        /*  missilestate */
  1277.     S_TRACEEXP1,        /*  deathstate */
  1278.     S_NULL,        /*  xdeathstate */
  1279.     sfx_barexp,        /*  deathsound */
  1280.     10*FRACUNIT,        /*  speed */
  1281.     11*FRACUNIT,        /*  radius */
  1282.     8*FRACUNIT,        /*  height */
  1283.     100,        /*  mass */
  1284.     10,        /*  damage */
  1285.     sfx_None,        /*  activesound */
  1286.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  1287.     S_NULL        /*  raisestate */
  1288.     },
  1289.  
  1290.     {        /*  MT_SMOKE */
  1291.     -1,        /*  doomednum */
  1292.     S_SMOKE1,        /*  spawnstate */
  1293.     1000,        /*  spawnhealth */
  1294.     S_NULL,        /*  seestate */
  1295.     sfx_None,        /*  seesound */
  1296.     8,        /*  reactiontime */
  1297.     sfx_None,        /*  attacksound */
  1298.     S_NULL,        /*  painstate */
  1299.     0,        /*  painchance */
  1300.     sfx_None,        /*  painsound */
  1301.     S_NULL,        /*  meleestate */
  1302.     S_NULL,        /*  missilestate */
  1303.     S_NULL,        /*  deathstate */
  1304.     S_NULL,        /*  xdeathstate */
  1305.     sfx_None,        /*  deathsound */
  1306.     0,        /*  speed */
  1307.     20*FRACUNIT,        /*  radius */
  1308.     16*FRACUNIT,        /*  height */
  1309.     100,        /*  mass */
  1310.     0,        /*  damage */
  1311.     sfx_None,        /*  activesound */
  1312.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  1313.     S_NULL        /*  raisestate */
  1314.     },
  1315.  
  1316.     {        /*  MT_FATSO */
  1317.     67,        /*  doomednum */
  1318.     S_FATT_STND,        /*  spawnstate */
  1319.     600,        /*  spawnhealth */
  1320.     S_FATT_RUN1,        /*  seestate */
  1321.     sfx_mansit,        /*  seesound */
  1322.     8,        /*  reactiontime */
  1323.     0,        /*  attacksound */
  1324.     S_FATT_PAIN,        /*  painstate */
  1325.     80,        /*  painchance */
  1326.     sfx_mnpain,        /*  painsound */
  1327.     0,        /*  meleestate */
  1328.     S_FATT_ATK1,        /*  missilestate */
  1329.     S_FATT_DIE1,        /*  deathstate */
  1330.     S_NULL,        /*  xdeathstate */
  1331.     sfx_mandth,        /*  deathsound */
  1332.     8,        /*  speed */
  1333.     48*FRACUNIT,        /*  radius */
  1334.     64*FRACUNIT,        /*  height */
  1335.     1000,        /*  mass */
  1336.     0,        /*  damage */
  1337.     sfx_posact,        /*  activesound */
  1338.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1339.     S_FATT_RAISE1        /*  raisestate */
  1340.     },
  1341.  
  1342.     {        /*  MT_FATSHOT */
  1343.     -1,        /*  doomednum */
  1344.     S_FATSHOT1,        /*  spawnstate */
  1345.     1000,        /*  spawnhealth */
  1346.     S_NULL,        /*  seestate */
  1347.     sfx_firsht,        /*  seesound */
  1348.     8,        /*  reactiontime */
  1349.     sfx_None,        /*  attacksound */
  1350.     S_NULL,        /*  painstate */
  1351.     0,        /*  painchance */
  1352.     sfx_None,        /*  painsound */
  1353.     S_NULL,        /*  meleestate */
  1354.     S_NULL,        /*  missilestate */
  1355.     S_FATSHOTX1,        /*  deathstate */
  1356.     S_NULL,        /*  xdeathstate */
  1357.     sfx_firxpl,        /*  deathsound */
  1358.     20*FRACUNIT,        /*  speed */
  1359.     6*FRACUNIT,        /*  radius */
  1360.     8*FRACUNIT,        /*  height */
  1361.     100,        /*  mass */
  1362.     8,        /*  damage */
  1363.     sfx_None,        /*  activesound */
  1364.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  1365.     S_NULL        /*  raisestate */
  1366.     },
  1367.  
  1368.     {        /*  MT_CHAINGUY */
  1369.     65,        /*  doomednum */
  1370.     S_CPOS_STND,        /*  spawnstate */
  1371.     70,        /*  spawnhealth */
  1372.     S_CPOS_RUN1,        /*  seestate */
  1373.     sfx_posit2,        /*  seesound */
  1374.     8,        /*  reactiontime */
  1375.     0,        /*  attacksound */
  1376.     S_CPOS_PAIN,        /*  painstate */
  1377.     170,        /*  painchance */
  1378.     sfx_popain,        /*  painsound */
  1379.     0,        /*  meleestate */
  1380.     S_CPOS_ATK1,        /*  missilestate */
  1381.     S_CPOS_DIE1,        /*  deathstate */
  1382.     S_CPOS_XDIE1,        /*  xdeathstate */
  1383.     sfx_podth2,        /*  deathsound */
  1384.     8,        /*  speed */
  1385.     20*FRACUNIT,        /*  radius */
  1386.     56*FRACUNIT,        /*  height */
  1387.     100,        /*  mass */
  1388.     0,        /*  damage */
  1389.     sfx_posact,        /*  activesound */
  1390.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1391.     S_CPOS_RAISE1        /*  raisestate */
  1392.     },
  1393.  
  1394.     {        /*  MT_TROOP */
  1395.     3001,        /*  doomednum */
  1396.     S_TROO_STND,        /*  spawnstate */
  1397.     60,        /*  spawnhealth */
  1398.     S_TROO_RUN1,        /*  seestate */
  1399.     sfx_bgsit1,        /*  seesound */
  1400.     8,        /*  reactiontime */
  1401.     0,        /*  attacksound */
  1402.     S_TROO_PAIN,        /*  painstate */
  1403.     200,        /*  painchance */
  1404.     sfx_popain,        /*  painsound */
  1405.     S_TROO_ATK1,        /*  meleestate */
  1406.     S_TROO_ATK1,        /*  missilestate */
  1407.     S_TROO_DIE1,        /*  deathstate */
  1408.     S_TROO_XDIE1,        /*  xdeathstate */
  1409.     sfx_bgdth1,        /*  deathsound */
  1410.     8,        /*  speed */
  1411.     20*FRACUNIT,        /*  radius */
  1412.     56*FRACUNIT,        /*  height */
  1413.     100,        /*  mass */
  1414.     0,        /*  damage */
  1415.     sfx_bgact,        /*  activesound */
  1416.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1417.     S_TROO_RAISE1        /*  raisestate */
  1418.     },
  1419.  
  1420.     {        /*  MT_SERGEANT */
  1421.     3002,        /*  doomednum */
  1422.     S_SARG_STND,        /*  spawnstate */
  1423.     150,        /*  spawnhealth */
  1424.     S_SARG_RUN1,        /*  seestate */
  1425.     sfx_sgtsit,        /*  seesound */
  1426.     8,        /*  reactiontime */
  1427.     sfx_sgtatk,        /*  attacksound */
  1428.     S_SARG_PAIN,        /*  painstate */
  1429.     180,        /*  painchance */
  1430.     sfx_dmpain,        /*  painsound */
  1431.     S_SARG_ATK1,        /*  meleestate */
  1432.     0,        /*  missilestate */
  1433.     S_SARG_DIE1,        /*  deathstate */
  1434.     S_NULL,        /*  xdeathstate */
  1435.     sfx_sgtdth,        /*  deathsound */
  1436.     10,        /*  speed */
  1437.     30*FRACUNIT,        /*  radius */
  1438.     56*FRACUNIT,        /*  height */
  1439.     400,        /*  mass */
  1440.     0,        /*  damage */
  1441.     sfx_dmact,        /*  activesound */
  1442.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1443.     S_SARG_RAISE1        /*  raisestate */
  1444.     },
  1445.  
  1446.     {        /*  MT_SHADOWS */
  1447.     58,        /*  doomednum */
  1448.     S_SARG_STND,        /*  spawnstate */
  1449.     150,        /*  spawnhealth */
  1450.     S_SARG_RUN1,        /*  seestate */
  1451.     sfx_sgtsit,        /*  seesound */
  1452.     8,        /*  reactiontime */
  1453.     sfx_sgtatk,        /*  attacksound */
  1454.     S_SARG_PAIN,        /*  painstate */
  1455.     180,        /*  painchance */
  1456.     sfx_dmpain,        /*  painsound */
  1457.     S_SARG_ATK1,        /*  meleestate */
  1458.     0,        /*  missilestate */
  1459.     S_SARG_DIE1,        /*  deathstate */
  1460.     S_NULL,        /*  xdeathstate */
  1461.     sfx_sgtdth,        /*  deathsound */
  1462.     10,        /*  speed */
  1463.     30*FRACUNIT,        /*  radius */
  1464.     56*FRACUNIT,        /*  height */
  1465.     400,        /*  mass */
  1466.     0,        /*  damage */
  1467.     sfx_dmact,        /*  activesound */
  1468.     MF_SOLID|MF_SHOOTABLE|MF_SHADOW|MF_COUNTKILL,        /*  flags */
  1469.     S_SARG_RAISE1        /*  raisestate */
  1470.     },
  1471.  
  1472.     {        /*  MT_HEAD */
  1473.     3005,        /*  doomednum */
  1474.     S_HEAD_STND,        /*  spawnstate */
  1475.     400,        /*  spawnhealth */
  1476.     S_HEAD_RUN1,        /*  seestate */
  1477.     sfx_cacsit,        /*  seesound */
  1478.     8,        /*  reactiontime */
  1479.     0,        /*  attacksound */
  1480.     S_HEAD_PAIN,        /*  painstate */
  1481.     128,        /*  painchance */
  1482.     sfx_dmpain,        /*  painsound */
  1483.     0,        /*  meleestate */
  1484.     S_HEAD_ATK1,        /*  missilestate */
  1485.     S_HEAD_DIE1,        /*  deathstate */
  1486.     S_NULL,        /*  xdeathstate */
  1487.     sfx_cacdth,        /*  deathsound */
  1488.     8,        /*  speed */
  1489.     31*FRACUNIT,        /*  radius */
  1490.     56*FRACUNIT,        /*  height */
  1491.     400,        /*  mass */
  1492.     0,        /*  damage */
  1493.     sfx_dmact,        /*  activesound */
  1494.     MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL,        /*  flags */
  1495.     S_HEAD_RAISE1        /*  raisestate */
  1496.     },
  1497.  
  1498.     {        /*  MT_BRUISER */
  1499.     3003,        /*  doomednum */
  1500.     S_BOSS_STND,        /*  spawnstate */
  1501.     1000,        /*  spawnhealth */
  1502.     S_BOSS_RUN1,        /*  seestate */
  1503.     sfx_brssit,        /*  seesound */
  1504.     8,        /*  reactiontime */
  1505.     0,        /*  attacksound */
  1506.     S_BOSS_PAIN,        /*  painstate */
  1507.     50,        /*  painchance */
  1508.     sfx_dmpain,        /*  painsound */
  1509.     S_BOSS_ATK1,        /*  meleestate */
  1510.     S_BOSS_ATK1,        /*  missilestate */
  1511.     S_BOSS_DIE1,        /*  deathstate */
  1512.     S_NULL,        /*  xdeathstate */
  1513.     sfx_brsdth,        /*  deathsound */
  1514.     8,        /*  speed */
  1515.     24*FRACUNIT,        /*  radius */
  1516.     64*FRACUNIT,        /*  height */
  1517.     1000,        /*  mass */
  1518.     0,        /*  damage */
  1519.     sfx_dmact,        /*  activesound */
  1520.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1521.     S_BOSS_RAISE1        /*  raisestate */
  1522.     },
  1523.  
  1524.     {        /*  MT_BRUISERSHOT */
  1525.     -1,        /*  doomednum */
  1526.     S_BRBALL1,        /*  spawnstate */
  1527.     1000,        /*  spawnhealth */
  1528.     S_NULL,        /*  seestate */
  1529.     sfx_firsht,        /*  seesound */
  1530.     8,        /*  reactiontime */
  1531.     sfx_None,        /*  attacksound */
  1532.     S_NULL,        /*  painstate */
  1533.     0,        /*  painchance */
  1534.     sfx_None,        /*  painsound */
  1535.     S_NULL,        /*  meleestate */
  1536.     S_NULL,        /*  missilestate */
  1537.     S_BRBALLX1,        /*  deathstate */
  1538.     S_NULL,        /*  xdeathstate */
  1539.     sfx_firxpl,        /*  deathsound */
  1540.     15*FRACUNIT,        /*  speed */
  1541.     6*FRACUNIT,        /*  radius */
  1542.     8*FRACUNIT,        /*  height */
  1543.     100,        /*  mass */
  1544.     8,        /*  damage */
  1545.     sfx_None,        /*  activesound */
  1546.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  1547.     S_NULL        /*  raisestate */
  1548.     },
  1549.  
  1550.     {        /*  MT_KNIGHT */
  1551.     69,        /*  doomednum */
  1552.     S_BOS2_STND,        /*  spawnstate */
  1553.     500,        /*  spawnhealth */
  1554.     S_BOS2_RUN1,        /*  seestate */
  1555.     sfx_kntsit,        /*  seesound */
  1556.     8,        /*  reactiontime */
  1557.     0,        /*  attacksound */
  1558.     S_BOS2_PAIN,        /*  painstate */
  1559.     50,        /*  painchance */
  1560.     sfx_dmpain,        /*  painsound */
  1561.     S_BOS2_ATK1,        /*  meleestate */
  1562.     S_BOS2_ATK1,        /*  missilestate */
  1563.     S_BOS2_DIE1,        /*  deathstate */
  1564.     S_NULL,        /*  xdeathstate */
  1565.     sfx_kntdth,        /*  deathsound */
  1566.     8,        /*  speed */
  1567.     24*FRACUNIT,        /*  radius */
  1568.     64*FRACUNIT,        /*  height */
  1569.     1000,        /*  mass */
  1570.     0,        /*  damage */
  1571.     sfx_dmact,        /*  activesound */
  1572.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1573.     S_BOS2_RAISE1        /*  raisestate */
  1574.     },
  1575.  
  1576.     {        /*  MT_SKULL */
  1577.     3006,        /*  doomednum */
  1578.     S_SKULL_STND,        /*  spawnstate */
  1579.     100,        /*  spawnhealth */
  1580.     S_SKULL_RUN1,        /*  seestate */
  1581.     0,        /*  seesound */
  1582.     8,        /*  reactiontime */
  1583.     sfx_sklatk,        /*  attacksound */
  1584.     S_SKULL_PAIN,        /*  painstate */
  1585.     256,        /*  painchance */
  1586.     sfx_dmpain,        /*  painsound */
  1587.     0,        /*  meleestate */
  1588.     S_SKULL_ATK1,        /*  missilestate */
  1589.     S_SKULL_DIE1,        /*  deathstate */
  1590.     S_NULL,        /*  xdeathstate */
  1591.     sfx_firxpl,        /*  deathsound */
  1592.     8,        /*  speed */
  1593.     16*FRACUNIT,        /*  radius */
  1594.     56*FRACUNIT,        /*  height */
  1595.     50,        /*  mass */
  1596.     3,        /*  damage */
  1597.     sfx_dmact,        /*  activesound */
  1598.     MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY,        /*  flags */
  1599.     S_NULL        /*  raisestate */
  1600.     },
  1601.  
  1602.     {        /*  MT_SPIDER */
  1603.     7,        /*  doomednum */
  1604.     S_SPID_STND,        /*  spawnstate */
  1605.     3000,        /*  spawnhealth */
  1606.     S_SPID_RUN1,        /*  seestate */
  1607.     sfx_spisit,        /*  seesound */
  1608.     8,        /*  reactiontime */
  1609.     sfx_shotgn,        /*  attacksound */
  1610.     S_SPID_PAIN,        /*  painstate */
  1611.     40,        /*  painchance */
  1612.     sfx_dmpain,        /*  painsound */
  1613.     0,        /*  meleestate */
  1614.     S_SPID_ATK1,        /*  missilestate */
  1615.     S_SPID_DIE1,        /*  deathstate */
  1616.     S_NULL,        /*  xdeathstate */
  1617.     sfx_spidth,        /*  deathsound */
  1618.     12,        /*  speed */
  1619.     128*FRACUNIT,        /*  radius */
  1620.     100*FRACUNIT,        /*  height */
  1621.     1000,        /*  mass */
  1622.     0,        /*  damage */
  1623.     sfx_dmact,        /*  activesound */
  1624.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1625.     S_NULL        /*  raisestate */
  1626.     },
  1627.  
  1628.     {        /*  MT_BABY */
  1629.     68,        /*  doomednum */
  1630.     S_BSPI_STND,        /*  spawnstate */
  1631.     500,        /*  spawnhealth */
  1632.     S_BSPI_SIGHT,        /*  seestate */
  1633.     sfx_bspsit,        /*  seesound */
  1634.     8,        /*  reactiontime */
  1635.     0,        /*  attacksound */
  1636.     S_BSPI_PAIN,        /*  painstate */
  1637.     128,        /*  painchance */
  1638.     sfx_dmpain,        /*  painsound */
  1639.     0,        /*  meleestate */
  1640.     S_BSPI_ATK1,        /*  missilestate */
  1641.     S_BSPI_DIE1,        /*  deathstate */
  1642.     S_NULL,        /*  xdeathstate */
  1643.     sfx_bspdth,        /*  deathsound */
  1644.     12,        /*  speed */
  1645.     64*FRACUNIT,        /*  radius */
  1646.     64*FRACUNIT,        /*  height */
  1647.     600,        /*  mass */
  1648.     0,        /*  damage */
  1649.     sfx_bspact,        /*  activesound */
  1650.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1651.     S_BSPI_RAISE1        /*  raisestate */
  1652.     },
  1653.  
  1654.     {        /*  MT_CYBORG */
  1655.     16,        /*  doomednum */
  1656.     S_CYBER_STND,        /*  spawnstate */
  1657.     4000,        /*  spawnhealth */
  1658.     S_CYBER_RUN1,        /*  seestate */
  1659.     sfx_cybsit,        /*  seesound */
  1660.     8,        /*  reactiontime */
  1661.     0,        /*  attacksound */
  1662.     S_CYBER_PAIN,        /*  painstate */
  1663.     20,        /*  painchance */
  1664.     sfx_dmpain,        /*  painsound */
  1665.     0,        /*  meleestate */
  1666.     S_CYBER_ATK1,        /*  missilestate */
  1667.     S_CYBER_DIE1,        /*  deathstate */
  1668.     S_NULL,        /*  xdeathstate */
  1669.     sfx_cybdth,        /*  deathsound */
  1670.     16,        /*  speed */
  1671.     40*FRACUNIT,        /*  radius */
  1672.     110*FRACUNIT,        /*  height */
  1673.     1000,        /*  mass */
  1674.     0,        /*  damage */
  1675.     sfx_dmact,        /*  activesound */
  1676.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1677.     S_NULL        /*  raisestate */
  1678.     },
  1679.  
  1680.     {        /*  MT_PAIN */
  1681.     71,        /*  doomednum */
  1682.     S_PAIN_STND,        /*  spawnstate */
  1683.     400,        /*  spawnhealth */
  1684.     S_PAIN_RUN1,        /*  seestate */
  1685.     sfx_pesit,        /*  seesound */
  1686.     8,        /*  reactiontime */
  1687.     0,        /*  attacksound */
  1688.     S_PAIN_PAIN,        /*  painstate */
  1689.     128,        /*  painchance */
  1690.     sfx_pepain,        /*  painsound */
  1691.     0,        /*  meleestate */
  1692.     S_PAIN_ATK1,        /*  missilestate */
  1693.     S_PAIN_DIE1,        /*  deathstate */
  1694.     S_NULL,        /*  xdeathstate */
  1695.     sfx_pedth,        /*  deathsound */
  1696.     8,        /*  speed */
  1697.     31*FRACUNIT,        /*  radius */
  1698.     56*FRACUNIT,        /*  height */
  1699.     400,        /*  mass */
  1700.     0,        /*  damage */
  1701.     sfx_dmact,        /*  activesound */
  1702.     MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL,        /*  flags */
  1703.     S_PAIN_RAISE1        /*  raisestate */
  1704.     },
  1705.  
  1706.     {        /*  MT_WOLFSS */
  1707.     84,        /*  doomednum */
  1708.     S_SSWV_STND,        /*  spawnstate */
  1709.     50,        /*  spawnhealth */
  1710.     S_SSWV_RUN1,        /*  seestate */
  1711.     sfx_sssit,        /*  seesound */
  1712.     8,        /*  reactiontime */
  1713.     0,        /*  attacksound */
  1714.     S_SSWV_PAIN,        /*  painstate */
  1715.     170,        /*  painchance */
  1716.     sfx_popain,        /*  painsound */
  1717.     0,        /*  meleestate */
  1718.     S_SSWV_ATK1,        /*  missilestate */
  1719.     S_SSWV_DIE1,        /*  deathstate */
  1720.     S_SSWV_XDIE1,        /*  xdeathstate */
  1721.     sfx_ssdth,        /*  deathsound */
  1722.     8,        /*  speed */
  1723.     20*FRACUNIT,        /*  radius */
  1724.     56*FRACUNIT,        /*  height */
  1725.     100,        /*  mass */
  1726.     0,        /*  damage */
  1727.     sfx_posact,        /*  activesound */
  1728.     MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1729.     S_SSWV_RAISE1        /*  raisestate */
  1730.     },
  1731.  
  1732.     {        /*  MT_KEEN */
  1733.     72,        /*  doomednum */
  1734.     S_KEENSTND,        /*  spawnstate */
  1735.     100,        /*  spawnhealth */
  1736.     S_NULL,        /*  seestate */
  1737.     sfx_None,        /*  seesound */
  1738.     8,        /*  reactiontime */
  1739.     sfx_None,        /*  attacksound */
  1740.     S_KEENPAIN,        /*  painstate */
  1741.     256,        /*  painchance */
  1742.     sfx_keenpn,        /*  painsound */
  1743.     S_NULL,        /*  meleestate */
  1744.     S_NULL,        /*  missilestate */
  1745.     S_COMMKEEN,        /*  deathstate */
  1746.     S_NULL,        /*  xdeathstate */
  1747.     sfx_keendt,        /*  deathsound */
  1748.     0,        /*  speed */
  1749.     16*FRACUNIT,        /*  radius */
  1750.     72*FRACUNIT,        /*  height */
  1751.     10000000,        /*  mass */
  1752.     0,        /*  damage */
  1753.     sfx_None,        /*  activesound */
  1754.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY|MF_SHOOTABLE|MF_COUNTKILL,        /*  flags */
  1755.     S_NULL        /*  raisestate */
  1756.     },
  1757.  
  1758.     {        /*  MT_BOSSBRAIN */
  1759.     88,        /*  doomednum */
  1760.     S_BRAIN,        /*  spawnstate */
  1761.     250,        /*  spawnhealth */
  1762.     S_NULL,        /*  seestate */
  1763.     sfx_None,        /*  seesound */
  1764.     8,        /*  reactiontime */
  1765.     sfx_None,        /*  attacksound */
  1766.     S_BRAIN_PAIN,        /*  painstate */
  1767.     255,        /*  painchance */
  1768.     sfx_bospn,        /*  painsound */
  1769.     S_NULL,        /*  meleestate */
  1770.     S_NULL,        /*  missilestate */
  1771.     S_BRAIN_DIE1,        /*  deathstate */
  1772.     S_NULL,        /*  xdeathstate */
  1773.     sfx_bosdth,        /*  deathsound */
  1774.     0,        /*  speed */
  1775.     16*FRACUNIT,        /*  radius */
  1776.     16*FRACUNIT,        /*  height */
  1777.     10000000,        /*  mass */
  1778.     0,        /*  damage */
  1779.     sfx_None,        /*  activesound */
  1780.     MF_SOLID|MF_SHOOTABLE,        /*  flags */
  1781.     S_NULL        /*  raisestate */
  1782.     },
  1783.  
  1784.     {        /*  MT_BOSSSPIT */
  1785.     89,        /*  doomednum */
  1786.     S_BRAINEYE,        /*  spawnstate */
  1787.     1000,        /*  spawnhealth */
  1788.     S_BRAINEYESEE,        /*  seestate */
  1789.     sfx_None,        /*  seesound */
  1790.     8,        /*  reactiontime */
  1791.     sfx_None,        /*  attacksound */
  1792.     S_NULL,        /*  painstate */
  1793.     0,        /*  painchance */
  1794.     sfx_None,        /*  painsound */
  1795.     S_NULL,        /*  meleestate */
  1796.     S_NULL,        /*  missilestate */
  1797.     S_NULL,        /*  deathstate */
  1798.     S_NULL,        /*  xdeathstate */
  1799.     sfx_None,        /*  deathsound */
  1800.     0,        /*  speed */
  1801.     20*FRACUNIT,        /*  radius */
  1802.     32*FRACUNIT,        /*  height */
  1803.     100,        /*  mass */
  1804.     0,        /*  damage */
  1805.     sfx_None,        /*  activesound */
  1806.     MF_NOBLOCKMAP|MF_NOSECTOR,        /*  flags */
  1807.     S_NULL        /*  raisestate */
  1808.     },
  1809.  
  1810.     {        /*  MT_BOSSTARGET */
  1811.     87,        /*  doomednum */
  1812.     S_NULL,        /*  spawnstate */
  1813.     1000,        /*  spawnhealth */
  1814.     S_NULL,        /*  seestate */
  1815.     sfx_None,        /*  seesound */
  1816.     8,        /*  reactiontime */
  1817.     sfx_None,        /*  attacksound */
  1818.     S_NULL,        /*  painstate */
  1819.     0,        /*  painchance */
  1820.     sfx_None,        /*  painsound */
  1821.     S_NULL,        /*  meleestate */
  1822.     S_NULL,        /*  missilestate */
  1823.     S_NULL,        /*  deathstate */
  1824.     S_NULL,        /*  xdeathstate */
  1825.     sfx_None,        /*  deathsound */
  1826.     0,        /*  speed */
  1827.     20*FRACUNIT,        /*  radius */
  1828.     32*FRACUNIT,        /*  height */
  1829.     100,        /*  mass */
  1830.     0,        /*  damage */
  1831.     sfx_None,        /*  activesound */
  1832.     MF_NOBLOCKMAP|MF_NOSECTOR,        /*  flags */
  1833.     S_NULL        /*  raisestate */
  1834.     },
  1835.  
  1836.     {        /*  MT_SPAWNSHOT */
  1837.     -1,        /*  doomednum */
  1838.     S_SPAWN1,        /*  spawnstate */
  1839.     1000,        /*  spawnhealth */
  1840.     S_NULL,        /*  seestate */
  1841.     sfx_bospit,        /*  seesound */
  1842.     8,        /*  reactiontime */
  1843.     sfx_None,        /*  attacksound */
  1844.     S_NULL,        /*  painstate */
  1845.     0,        /*  painchance */
  1846.     sfx_None,        /*  painsound */
  1847.     S_NULL,        /*  meleestate */
  1848.     S_NULL,        /*  missilestate */
  1849.     S_NULL,        /*  deathstate */
  1850.     S_NULL,        /*  xdeathstate */
  1851.     sfx_firxpl,        /*  deathsound */
  1852.     10*FRACUNIT,        /*  speed */
  1853.     6*FRACUNIT,        /*  radius */
  1854.     32*FRACUNIT,        /*  height */
  1855.     100,        /*  mass */
  1856.     3,        /*  damage */
  1857.     sfx_None,        /*  activesound */
  1858.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_NOCLIP,        /*  flags */
  1859.     S_NULL        /*  raisestate */
  1860.     },
  1861.  
  1862.     {        /*  MT_SPAWNFIRE */
  1863.     -1,        /*  doomednum */
  1864.     S_SPAWNFIRE1,        /*  spawnstate */
  1865.     1000,        /*  spawnhealth */
  1866.     S_NULL,        /*  seestate */
  1867.     sfx_None,        /*  seesound */
  1868.     8,        /*  reactiontime */
  1869.     sfx_None,        /*  attacksound */
  1870.     S_NULL,        /*  painstate */
  1871.     0,        /*  painchance */
  1872.     sfx_None,        /*  painsound */
  1873.     S_NULL,        /*  meleestate */
  1874.     S_NULL,        /*  missilestate */
  1875.     S_NULL,        /*  deathstate */
  1876.     S_NULL,        /*  xdeathstate */
  1877.     sfx_None,        /*  deathsound */
  1878.     0,        /*  speed */
  1879.     20*FRACUNIT,        /*  radius */
  1880.     16*FRACUNIT,        /*  height */
  1881.     100,        /*  mass */
  1882.     0,        /*  damage */
  1883.     sfx_None,        /*  activesound */
  1884.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  1885.     S_NULL        /*  raisestate */
  1886.     },
  1887.  
  1888.     {        /*  MT_BARREL */
  1889.     2035,        /*  doomednum */
  1890.     S_BAR1,        /*  spawnstate */
  1891.     20,        /*  spawnhealth */
  1892.     S_NULL,        /*  seestate */
  1893.     sfx_None,        /*  seesound */
  1894.     8,        /*  reactiontime */
  1895.     sfx_None,        /*  attacksound */
  1896.     S_NULL,        /*  painstate */
  1897.     0,        /*  painchance */
  1898.     sfx_None,        /*  painsound */
  1899.     S_NULL,        /*  meleestate */
  1900.     S_NULL,        /*  missilestate */
  1901.     S_BEXP,        /*  deathstate */
  1902.     S_NULL,        /*  xdeathstate */
  1903.     sfx_barexp,        /*  deathsound */
  1904.     0,        /*  speed */
  1905.     10*FRACUNIT,        /*  radius */
  1906.     42*FRACUNIT,        /*  height */
  1907.     100,        /*  mass */
  1908.     0,        /*  damage */
  1909.     sfx_None,        /*  activesound */
  1910.     MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD,        /*  flags */
  1911.     S_NULL        /*  raisestate */
  1912.     },
  1913.  
  1914.     {        /*  MT_TROOPSHOT */
  1915.     -1,        /*  doomednum */
  1916.     S_TBALL1,        /*  spawnstate */
  1917.     1000,        /*  spawnhealth */
  1918.     S_NULL,        /*  seestate */
  1919.     sfx_firsht,        /*  seesound */
  1920.     8,        /*  reactiontime */
  1921.     sfx_None,        /*  attacksound */
  1922.     S_NULL,        /*  painstate */
  1923.     0,        /*  painchance */
  1924.     sfx_None,        /*  painsound */
  1925.     S_NULL,        /*  meleestate */
  1926.     S_NULL,        /*  missilestate */
  1927.     S_TBALLX1,        /*  deathstate */
  1928.     S_NULL,        /*  xdeathstate */
  1929.     sfx_firxpl,        /*  deathsound */
  1930.     10*FRACUNIT,        /*  speed */
  1931.     6*FRACUNIT,        /*  radius */
  1932.     8*FRACUNIT,        /*  height */
  1933.     100,        /*  mass */
  1934.     3,        /*  damage */
  1935.     sfx_None,        /*  activesound */
  1936.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  1937.     S_NULL        /*  raisestate */
  1938.     },
  1939.  
  1940.     {        /*  MT_HEADSHOT */
  1941.     -1,        /*  doomednum */
  1942.     S_RBALL1,        /*  spawnstate */
  1943.     1000,        /*  spawnhealth */
  1944.     S_NULL,        /*  seestate */
  1945.     sfx_firsht,        /*  seesound */
  1946.     8,        /*  reactiontime */
  1947.     sfx_None,        /*  attacksound */
  1948.     S_NULL,        /*  painstate */
  1949.     0,        /*  painchance */
  1950.     sfx_None,        /*  painsound */
  1951.     S_NULL,        /*  meleestate */
  1952.     S_NULL,        /*  missilestate */
  1953.     S_RBALLX1,        /*  deathstate */
  1954.     S_NULL,        /*  xdeathstate */
  1955.     sfx_firxpl,        /*  deathsound */
  1956.     10*FRACUNIT,        /*  speed */
  1957.     6*FRACUNIT,        /*  radius */
  1958.     8*FRACUNIT,        /*  height */
  1959.     100,        /*  mass */
  1960.     5,        /*  damage */
  1961.     sfx_None,        /*  activesound */
  1962.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  1963.     S_NULL        /*  raisestate */
  1964.     },
  1965.  
  1966.     {        /*  MT_ROCKET */
  1967.     -1,        /*  doomednum */
  1968.     S_ROCKET,        /*  spawnstate */
  1969.     1000,        /*  spawnhealth */
  1970.     S_NULL,        /*  seestate */
  1971.     sfx_rlaunc,        /*  seesound */
  1972.     8,        /*  reactiontime */
  1973.     sfx_None,        /*  attacksound */
  1974.     S_NULL,        /*  painstate */
  1975.     0,        /*  painchance */
  1976.     sfx_None,        /*  painsound */
  1977.     S_NULL,        /*  meleestate */
  1978.     S_NULL,        /*  missilestate */
  1979.     S_EXPLODE1,        /*  deathstate */
  1980.     S_NULL,        /*  xdeathstate */
  1981.     sfx_barexp,        /*  deathsound */
  1982.     20*FRACUNIT,        /*  speed */
  1983.     11*FRACUNIT,        /*  radius */
  1984.     8*FRACUNIT,        /*  height */
  1985.     100,        /*  mass */
  1986.     20,        /*  damage */
  1987.     sfx_None,        /*  activesound */
  1988.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  1989.     S_NULL        /*  raisestate */
  1990.     },
  1991.  
  1992.     {        /*  MT_PLASMA */
  1993.     -1,        /*  doomednum */
  1994.     S_PLASBALL,        /*  spawnstate */
  1995.     1000,        /*  spawnhealth */
  1996.     S_NULL,        /*  seestate */
  1997.     sfx_plasma,        /*  seesound */
  1998.     8,        /*  reactiontime */
  1999.     sfx_None,        /*  attacksound */
  2000.     S_NULL,        /*  painstate */
  2001.     0,        /*  painchance */
  2002.     sfx_None,        /*  painsound */
  2003.     S_NULL,        /*  meleestate */
  2004.     S_NULL,        /*  missilestate */
  2005.     S_PLASEXP,        /*  deathstate */
  2006.     S_NULL,        /*  xdeathstate */
  2007.     sfx_firxpl,        /*  deathsound */
  2008.     25*FRACUNIT,        /*  speed */
  2009.     13*FRACUNIT,        /*  radius */
  2010.     8*FRACUNIT,        /*  height */
  2011.     100,        /*  mass */
  2012.     5,        /*  damage */
  2013.     sfx_None,        /*  activesound */
  2014.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  2015.     S_NULL        /*  raisestate */
  2016.     },
  2017.  
  2018.     {        /*  MT_BFG */
  2019.     -1,        /*  doomednum */
  2020.     S_BFGSHOT,        /*  spawnstate */
  2021.     1000,        /*  spawnhealth */
  2022.     S_NULL,        /*  seestate */
  2023.     0,        /*  seesound */
  2024.     8,        /*  reactiontime */
  2025.     sfx_None,        /*  attacksound */
  2026.     S_NULL,        /*  painstate */
  2027.     0,        /*  painchance */
  2028.     sfx_None,        /*  painsound */
  2029.     S_NULL,        /*  meleestate */
  2030.     S_NULL,        /*  missilestate */
  2031.     S_BFGLAND,        /*  deathstate */
  2032.     S_NULL,        /*  xdeathstate */
  2033.     sfx_rxplod,        /*  deathsound */
  2034.     25*FRACUNIT,        /*  speed */
  2035.     13*FRACUNIT,        /*  radius */
  2036.     8*FRACUNIT,        /*  height */
  2037.     100,        /*  mass */
  2038.     100,        /*  damage */
  2039.     sfx_None,        /*  activesound */
  2040.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  2041.     S_NULL        /*  raisestate */
  2042.     },
  2043.  
  2044.     {        /*  MT_ARACHPLAZ */
  2045.     -1,        /*  doomednum */
  2046.     S_ARACH_PLAZ,        /*  spawnstate */
  2047.     1000,        /*  spawnhealth */
  2048.     S_NULL,        /*  seestate */
  2049.     sfx_plasma,        /*  seesound */
  2050.     8,        /*  reactiontime */
  2051.     sfx_None,        /*  attacksound */
  2052.     S_NULL,        /*  painstate */
  2053.     0,        /*  painchance */
  2054.     sfx_None,        /*  painsound */
  2055.     S_NULL,        /*  meleestate */
  2056.     S_NULL,        /*  missilestate */
  2057.     S_ARACH_PLEX,        /*  deathstate */
  2058.     S_NULL,        /*  xdeathstate */
  2059.     sfx_firxpl,        /*  deathsound */
  2060.     25*FRACUNIT,        /*  speed */
  2061.     13*FRACUNIT,        /*  radius */
  2062.     8*FRACUNIT,        /*  height */
  2063.     100,        /*  mass */
  2064.     5,        /*  damage */
  2065.     sfx_None,        /*  activesound */
  2066.     MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY,        /*  flags */
  2067.     S_NULL        /*  raisestate */
  2068.     },
  2069.  
  2070.     {        /*  MT_PUFF */
  2071.     -1,        /*  doomednum */
  2072.     S_PUFF1,        /*  spawnstate */
  2073.     1000,        /*  spawnhealth */
  2074.     S_NULL,        /*  seestate */
  2075.     sfx_None,        /*  seesound */
  2076.     8,        /*  reactiontime */
  2077.     sfx_None,        /*  attacksound */
  2078.     S_NULL,        /*  painstate */
  2079.     0,        /*  painchance */
  2080.     sfx_None,        /*  painsound */
  2081.     S_NULL,        /*  meleestate */
  2082.     S_NULL,        /*  missilestate */
  2083.     S_NULL,        /*  deathstate */
  2084.     S_NULL,        /*  xdeathstate */
  2085.     sfx_None,        /*  deathsound */
  2086.     0,        /*  speed */
  2087.     20*FRACUNIT,        /*  radius */
  2088.     16*FRACUNIT,        /*  height */
  2089.     100,        /*  mass */
  2090.     0,        /*  damage */
  2091.     sfx_None,        /*  activesound */
  2092.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  2093.     S_NULL        /*  raisestate */
  2094.     },
  2095.  
  2096.     {        /*  MT_BLOOD */
  2097.     -1,        /*  doomednum */
  2098.     S_BLOOD1,        /*  spawnstate */
  2099.     1000,        /*  spawnhealth */
  2100.     S_NULL,        /*  seestate */
  2101.     sfx_None,        /*  seesound */
  2102.     8,        /*  reactiontime */
  2103.     sfx_None,        /*  attacksound */
  2104.     S_NULL,        /*  painstate */
  2105.     0,        /*  painchance */
  2106.     sfx_None,        /*  painsound */
  2107.     S_NULL,        /*  meleestate */
  2108.     S_NULL,        /*  missilestate */
  2109.     S_NULL,        /*  deathstate */
  2110.     S_NULL,        /*  xdeathstate */
  2111.     sfx_None,        /*  deathsound */
  2112.     0,        /*  speed */
  2113.     20*FRACUNIT,        /*  radius */
  2114.     16*FRACUNIT,        /*  height */
  2115.     100,        /*  mass */
  2116.     0,        /*  damage */
  2117.     sfx_None,        /*  activesound */
  2118.     MF_NOBLOCKMAP,        /*  flags */
  2119.     S_NULL        /*  raisestate */
  2120.     },
  2121.  
  2122.     {        /*  MT_TFOG */
  2123.     -1,        /*  doomednum */
  2124.     S_TFOG,        /*  spawnstate */
  2125.     1000,        /*  spawnhealth */
  2126.     S_NULL,        /*  seestate */
  2127.     sfx_None,        /*  seesound */
  2128.     8,        /*  reactiontime */
  2129.     sfx_None,        /*  attacksound */
  2130.     S_NULL,        /*  painstate */
  2131.     0,        /*  painchance */
  2132.     sfx_None,        /*  painsound */
  2133.     S_NULL,        /*  meleestate */
  2134.     S_NULL,        /*  missilestate */
  2135.     S_NULL,        /*  deathstate */
  2136.     S_NULL,        /*  xdeathstate */
  2137.     sfx_None,        /*  deathsound */
  2138.     0,        /*  speed */
  2139.     20*FRACUNIT,        /*  radius */
  2140.     16*FRACUNIT,        /*  height */
  2141.     100,        /*  mass */
  2142.     0,        /*  damage */
  2143.     sfx_None,        /*  activesound */
  2144.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  2145.     S_NULL        /*  raisestate */
  2146.     },
  2147.  
  2148.     {        /*  MT_IFOG */
  2149.     -1,        /*  doomednum */
  2150.     S_IFOG,        /*  spawnstate */
  2151.     1000,        /*  spawnhealth */
  2152.     S_NULL,        /*  seestate */
  2153.     sfx_None,        /*  seesound */
  2154.     8,        /*  reactiontime */
  2155.     sfx_None,        /*  attacksound */
  2156.     S_NULL,        /*  painstate */
  2157.     0,        /*  painchance */
  2158.     sfx_None,        /*  painsound */
  2159.     S_NULL,        /*  meleestate */
  2160.     S_NULL,        /*  missilestate */
  2161.     S_NULL,        /*  deathstate */
  2162.     S_NULL,        /*  xdeathstate */
  2163.     sfx_None,        /*  deathsound */
  2164.     0,        /*  speed */
  2165.     20*FRACUNIT,        /*  radius */
  2166.     16*FRACUNIT,        /*  height */
  2167.     100,        /*  mass */
  2168.     0,        /*  damage */
  2169.     sfx_None,        /*  activesound */
  2170.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  2171.     S_NULL        /*  raisestate */
  2172.     },
  2173.  
  2174.     {        /*  MT_TELEPORTMAN */
  2175.     14,        /*  doomednum */
  2176.     S_NULL,        /*  spawnstate */
  2177.     1000,        /*  spawnhealth */
  2178.     S_NULL,        /*  seestate */
  2179.     sfx_None,        /*  seesound */
  2180.     8,        /*  reactiontime */
  2181.     sfx_None,        /*  attacksound */
  2182.     S_NULL,        /*  painstate */
  2183.     0,        /*  painchance */
  2184.     sfx_None,        /*  painsound */
  2185.     S_NULL,        /*  meleestate */
  2186.     S_NULL,        /*  missilestate */
  2187.     S_NULL,        /*  deathstate */
  2188.     S_NULL,        /*  xdeathstate */
  2189.     sfx_None,        /*  deathsound */
  2190.     0,        /*  speed */
  2191.     20*FRACUNIT,        /*  radius */
  2192.     16*FRACUNIT,        /*  height */
  2193.     100,        /*  mass */
  2194.     0,        /*  damage */
  2195.     sfx_None,        /*  activesound */
  2196.     MF_NOBLOCKMAP|MF_NOSECTOR,        /*  flags */
  2197.     S_NULL        /*  raisestate */
  2198.     },
  2199.  
  2200.     {        /*  MT_EXTRABFG */
  2201.     -1,        /*  doomednum */
  2202.     S_BFGEXP,        /*  spawnstate */
  2203.     1000,        /*  spawnhealth */
  2204.     S_NULL,        /*  seestate */
  2205.     sfx_None,        /*  seesound */
  2206.     8,        /*  reactiontime */
  2207.     sfx_None,        /*  attacksound */
  2208.     S_NULL,        /*  painstate */
  2209.     0,        /*  painchance */
  2210.     sfx_None,        /*  painsound */
  2211.     S_NULL,        /*  meleestate */
  2212.     S_NULL,        /*  missilestate */
  2213.     S_NULL,        /*  deathstate */
  2214.     S_NULL,        /*  xdeathstate */
  2215.     sfx_None,        /*  deathsound */
  2216.     0,        /*  speed */
  2217.     20*FRACUNIT,        /*  radius */
  2218.     16*FRACUNIT,        /*  height */
  2219.     100,        /*  mass */
  2220.     0,        /*  damage */
  2221.     sfx_None,        /*  activesound */
  2222.     MF_NOBLOCKMAP|MF_NOGRAVITY,        /*  flags */
  2223.     S_NULL        /*  raisestate */
  2224.     },
  2225.  
  2226.     {        /*  MT_MISC0 */
  2227.     2018,        /*  doomednum */
  2228.     S_ARM1,        /*  spawnstate */
  2229.     1000,        /*  spawnhealth */
  2230.     S_NULL,        /*  seestate */
  2231.     sfx_None,        /*  seesound */
  2232.     8,        /*  reactiontime */
  2233.     sfx_None,        /*  attacksound */
  2234.     S_NULL,        /*  painstate */
  2235.     0,        /*  painchance */
  2236.     sfx_None,        /*  painsound */
  2237.     S_NULL,        /*  meleestate */
  2238.     S_NULL,        /*  missilestate */
  2239.     S_NULL,        /*  deathstate */
  2240.     S_NULL,        /*  xdeathstate */
  2241.     sfx_None,        /*  deathsound */
  2242.     0,        /*  speed */
  2243.     20*FRACUNIT,        /*  radius */
  2244.     16*FRACUNIT,        /*  height */
  2245.     100,        /*  mass */
  2246.     0,        /*  damage */
  2247.     sfx_None,        /*  activesound */
  2248.     MF_SPECIAL,        /*  flags */
  2249.     S_NULL        /*  raisestate */
  2250.     },
  2251.  
  2252.     {        /*  MT_MISC1 */
  2253.     2019,        /*  doomednum */
  2254.     S_ARM2,        /*  spawnstate */
  2255.     1000,        /*  spawnhealth */
  2256.     S_NULL,        /*  seestate */
  2257.     sfx_None,        /*  seesound */
  2258.     8,        /*  reactiontime */
  2259.     sfx_None,        /*  attacksound */
  2260.     S_NULL,        /*  painstate */
  2261.     0,        /*  painchance */
  2262.     sfx_None,        /*  painsound */
  2263.     S_NULL,        /*  meleestate */
  2264.     S_NULL,        /*  missilestate */
  2265.     S_NULL,        /*  deathstate */
  2266.     S_NULL,        /*  xdeathstate */
  2267.     sfx_None,        /*  deathsound */
  2268.     0,        /*  speed */
  2269.     20*FRACUNIT,        /*  radius */
  2270.     16*FRACUNIT,        /*  height */
  2271.     100,        /*  mass */
  2272.     0,        /*  damage */
  2273.     sfx_None,        /*  activesound */
  2274.     MF_SPECIAL,        /*  flags */
  2275.     S_NULL        /*  raisestate */
  2276.     },
  2277.  
  2278.     {        /*  MT_MISC2 */
  2279.     2014,        /*  doomednum */
  2280.     S_BON1,        /*  spawnstate */
  2281.     1000,        /*  spawnhealth */
  2282.     S_NULL,        /*  seestate */
  2283.     sfx_None,        /*  seesound */
  2284.     8,        /*  reactiontime */
  2285.     sfx_None,        /*  attacksound */
  2286.     S_NULL,        /*  painstate */
  2287.     0,        /*  painchance */
  2288.     sfx_None,        /*  painsound */
  2289.     S_NULL,        /*  meleestate */
  2290.     S_NULL,        /*  missilestate */
  2291.     S_NULL,        /*  deathstate */
  2292.     S_NULL,        /*  xdeathstate */
  2293.     sfx_None,        /*  deathsound */
  2294.     0,        /*  speed */
  2295.     20*FRACUNIT,        /*  radius */
  2296.     16*FRACUNIT,        /*  height */
  2297.     100,        /*  mass */
  2298.     0,        /*  damage */
  2299.     sfx_None,        /*  activesound */
  2300.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2301.     S_NULL        /*  raisestate */
  2302.     },
  2303.  
  2304.     {        /*  MT_MISC3 */
  2305.     2015,        /*  doomednum */
  2306.     S_BON2,        /*  spawnstate */
  2307.     1000,        /*  spawnhealth */
  2308.     S_NULL,        /*  seestate */
  2309.     sfx_None,        /*  seesound */
  2310.     8,        /*  reactiontime */
  2311.     sfx_None,        /*  attacksound */
  2312.     S_NULL,        /*  painstate */
  2313.     0,        /*  painchance */
  2314.     sfx_None,        /*  painsound */
  2315.     S_NULL,        /*  meleestate */
  2316.     S_NULL,        /*  missilestate */
  2317.     S_NULL,        /*  deathstate */
  2318.     S_NULL,        /*  xdeathstate */
  2319.     sfx_None,        /*  deathsound */
  2320.     0,        /*  speed */
  2321.     20*FRACUNIT,        /*  radius */
  2322.     16*FRACUNIT,        /*  height */
  2323.     100,        /*  mass */
  2324.     0,        /*  damage */
  2325.     sfx_None,        /*  activesound */
  2326.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2327.     S_NULL        /*  raisestate */
  2328.     },
  2329.  
  2330.     {        /*  MT_MISC4 */
  2331.     5,        /*  doomednum */
  2332.     S_BKEY,        /*  spawnstate */
  2333.     1000,        /*  spawnhealth */
  2334.     S_NULL,        /*  seestate */
  2335.     sfx_None,        /*  seesound */
  2336.     8,        /*  reactiontime */
  2337.     sfx_None,        /*  attacksound */
  2338.     S_NULL,        /*  painstate */
  2339.     0,        /*  painchance */
  2340.     sfx_None,        /*  painsound */
  2341.     S_NULL,        /*  meleestate */
  2342.     S_NULL,        /*  missilestate */
  2343.     S_NULL,        /*  deathstate */
  2344.     S_NULL,        /*  xdeathstate */
  2345.     sfx_None,        /*  deathsound */
  2346.     0,        /*  speed */
  2347.     20*FRACUNIT,        /*  radius */
  2348.     16*FRACUNIT,        /*  height */
  2349.     100,        /*  mass */
  2350.     0,        /*  damage */
  2351.     sfx_None,        /*  activesound */
  2352.     MF_SPECIAL|MF_NOTDMATCH,        /*  flags */
  2353.     S_NULL        /*  raisestate */
  2354.     },
  2355.  
  2356.     {        /*  MT_MISC5 */
  2357.     13,        /*  doomednum */
  2358.     S_RKEY,        /*  spawnstate */
  2359.     1000,        /*  spawnhealth */
  2360.     S_NULL,        /*  seestate */
  2361.     sfx_None,        /*  seesound */
  2362.     8,        /*  reactiontime */
  2363.     sfx_None,        /*  attacksound */
  2364.     S_NULL,        /*  painstate */
  2365.     0,        /*  painchance */
  2366.     sfx_None,        /*  painsound */
  2367.     S_NULL,        /*  meleestate */
  2368.     S_NULL,        /*  missilestate */
  2369.     S_NULL,        /*  deathstate */
  2370.     S_NULL,        /*  xdeathstate */
  2371.     sfx_None,        /*  deathsound */
  2372.     0,        /*  speed */
  2373.     20*FRACUNIT,        /*  radius */
  2374.     16*FRACUNIT,        /*  height */
  2375.     100,        /*  mass */
  2376.     0,        /*  damage */
  2377.     sfx_None,        /*  activesound */
  2378.     MF_SPECIAL|MF_NOTDMATCH,        /*  flags */
  2379.     S_NULL        /*  raisestate */
  2380.     },
  2381.  
  2382.     {        /*  MT_MISC6 */
  2383.     6,        /*  doomednum */
  2384.     S_YKEY,        /*  spawnstate */
  2385.     1000,        /*  spawnhealth */
  2386.     S_NULL,        /*  seestate */
  2387.     sfx_None,        /*  seesound */
  2388.     8,        /*  reactiontime */
  2389.     sfx_None,        /*  attacksound */
  2390.     S_NULL,        /*  painstate */
  2391.     0,        /*  painchance */
  2392.     sfx_None,        /*  painsound */
  2393.     S_NULL,        /*  meleestate */
  2394.     S_NULL,        /*  missilestate */
  2395.     S_NULL,        /*  deathstate */
  2396.     S_NULL,        /*  xdeathstate */
  2397.     sfx_None,        /*  deathsound */
  2398.     0,        /*  speed */
  2399.     20*FRACUNIT,        /*  radius */
  2400.     16*FRACUNIT,        /*  height */
  2401.     100,        /*  mass */
  2402.     0,        /*  damage */
  2403.     sfx_None,        /*  activesound */
  2404.     MF_SPECIAL|MF_NOTDMATCH,        /*  flags */
  2405.     S_NULL        /*  raisestate */
  2406.     },
  2407.  
  2408.     {        /*  MT_MISC7 */
  2409.     39,        /*  doomednum */
  2410.     S_YSKULL,        /*  spawnstate */
  2411.     1000,        /*  spawnhealth */
  2412.     S_NULL,        /*  seestate */
  2413.     sfx_None,        /*  seesound */
  2414.     8,        /*  reactiontime */
  2415.     sfx_None,        /*  attacksound */
  2416.     S_NULL,        /*  painstate */
  2417.     0,        /*  painchance */
  2418.     sfx_None,        /*  painsound */
  2419.     S_NULL,        /*  meleestate */
  2420.     S_NULL,        /*  missilestate */
  2421.     S_NULL,        /*  deathstate */
  2422.     S_NULL,        /*  xdeathstate */
  2423.     sfx_None,        /*  deathsound */
  2424.     0,        /*  speed */
  2425.     20*FRACUNIT,        /*  radius */
  2426.     16*FRACUNIT,        /*  height */
  2427.     100,        /*  mass */
  2428.     0,        /*  damage */
  2429.     sfx_None,        /*  activesound */
  2430.     MF_SPECIAL|MF_NOTDMATCH,        /*  flags */
  2431.     S_NULL        /*  raisestate */
  2432.     },
  2433.  
  2434.     {        /*  MT_MISC8 */
  2435.     38,        /*  doomednum */
  2436.     S_RSKULL,        /*  spawnstate */
  2437.     1000,        /*  spawnhealth */
  2438.     S_NULL,        /*  seestate */
  2439.     sfx_None,        /*  seesound */
  2440.     8,        /*  reactiontime */
  2441.     sfx_None,        /*  attacksound */
  2442.     S_NULL,        /*  painstate */
  2443.     0,        /*  painchance */
  2444.     sfx_None,        /*  painsound */
  2445.     S_NULL,        /*  meleestate */
  2446.     S_NULL,        /*  missilestate */
  2447.     S_NULL,        /*  deathstate */
  2448.     S_NULL,        /*  xdeathstate */
  2449.     sfx_None,        /*  deathsound */
  2450.     0,        /*  speed */
  2451.     20*FRACUNIT,        /*  radius */
  2452.     16*FRACUNIT,        /*  height */
  2453.     100,        /*  mass */
  2454.     0,        /*  damage */
  2455.     sfx_None,        /*  activesound */
  2456.     MF_SPECIAL|MF_NOTDMATCH,        /*  flags */
  2457.     S_NULL        /*  raisestate */
  2458.     },
  2459.  
  2460.     {        /*  MT_MISC9 */
  2461.     40,        /*  doomednum */
  2462.     S_BSKULL,        /*  spawnstate */
  2463.     1000,        /*  spawnhealth */
  2464.     S_NULL,        /*  seestate */
  2465.     sfx_None,        /*  seesound */
  2466.     8,        /*  reactiontime */
  2467.     sfx_None,        /*  attacksound */
  2468.     S_NULL,        /*  painstate */
  2469.     0,        /*  painchance */
  2470.     sfx_None,        /*  painsound */
  2471.     S_NULL,        /*  meleestate */
  2472.     S_NULL,        /*  missilestate */
  2473.     S_NULL,        /*  deathstate */
  2474.     S_NULL,        /*  xdeathstate */
  2475.     sfx_None,        /*  deathsound */
  2476.     0,        /*  speed */
  2477.     20*FRACUNIT,        /*  radius */
  2478.     16*FRACUNIT,        /*  height */
  2479.     100,        /*  mass */
  2480.     0,        /*  damage */
  2481.     sfx_None,        /*  activesound */
  2482.     MF_SPECIAL|MF_NOTDMATCH,        /*  flags */
  2483.     S_NULL        /*  raisestate */
  2484.     },
  2485.  
  2486.     {        /*  MT_MISC10 */
  2487.     2011,        /*  doomednum */
  2488.     S_STIM,        /*  spawnstate */
  2489.     1000,        /*  spawnhealth */
  2490.     S_NULL,        /*  seestate */
  2491.     sfx_None,        /*  seesound */
  2492.     8,        /*  reactiontime */
  2493.     sfx_None,        /*  attacksound */
  2494.     S_NULL,        /*  painstate */
  2495.     0,        /*  painchance */
  2496.     sfx_None,        /*  painsound */
  2497.     S_NULL,        /*  meleestate */
  2498.     S_NULL,        /*  missilestate */
  2499.     S_NULL,        /*  deathstate */
  2500.     S_NULL,        /*  xdeathstate */
  2501.     sfx_None,        /*  deathsound */
  2502.     0,        /*  speed */
  2503.     20*FRACUNIT,        /*  radius */
  2504.     16*FRACUNIT,        /*  height */
  2505.     100,        /*  mass */
  2506.     0,        /*  damage */
  2507.     sfx_None,        /*  activesound */
  2508.     MF_SPECIAL,        /*  flags */
  2509.     S_NULL        /*  raisestate */
  2510.     },
  2511.  
  2512.     {        /*  MT_MISC11 */
  2513.     2012,        /*  doomednum */
  2514.     S_MEDI,        /*  spawnstate */
  2515.     1000,        /*  spawnhealth */
  2516.     S_NULL,        /*  seestate */
  2517.     sfx_None,        /*  seesound */
  2518.     8,        /*  reactiontime */
  2519.     sfx_None,        /*  attacksound */
  2520.     S_NULL,        /*  painstate */
  2521.     0,        /*  painchance */
  2522.     sfx_None,        /*  painsound */
  2523.     S_NULL,        /*  meleestate */
  2524.     S_NULL,        /*  missilestate */
  2525.     S_NULL,        /*  deathstate */
  2526.     S_NULL,        /*  xdeathstate */
  2527.     sfx_None,        /*  deathsound */
  2528.     0,        /*  speed */
  2529.     20*FRACUNIT,        /*  radius */
  2530.     16*FRACUNIT,        /*  height */
  2531.     100,        /*  mass */
  2532.     0,        /*  damage */
  2533.     sfx_None,        /*  activesound */
  2534.     MF_SPECIAL,        /*  flags */
  2535.     S_NULL        /*  raisestate */
  2536.     },
  2537.  
  2538.     {        /*  MT_MISC12 */
  2539.     2013,        /*  doomednum */
  2540.     S_SOUL,        /*  spawnstate */
  2541.     1000,        /*  spawnhealth */
  2542.     S_NULL,        /*  seestate */
  2543.     sfx_None,        /*  seesound */
  2544.     8,        /*  reactiontime */
  2545.     sfx_None,        /*  attacksound */
  2546.     S_NULL,        /*  painstate */
  2547.     0,        /*  painchance */
  2548.     sfx_None,        /*  painsound */
  2549.     S_NULL,        /*  meleestate */
  2550.     S_NULL,        /*  missilestate */
  2551.     S_NULL,        /*  deathstate */
  2552.     S_NULL,        /*  xdeathstate */
  2553.     sfx_None,        /*  deathsound */
  2554.     0,        /*  speed */
  2555.     20*FRACUNIT,        /*  radius */
  2556.     16*FRACUNIT,        /*  height */
  2557.     100,        /*  mass */
  2558.     0,        /*  damage */
  2559.     sfx_None,        /*  activesound */
  2560.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2561.     S_NULL        /*  raisestate */
  2562.     },
  2563.  
  2564.     {        /*  MT_INV */
  2565.     2022,        /*  doomednum */
  2566.     S_PINV,        /*  spawnstate */
  2567.     1000,        /*  spawnhealth */
  2568.     S_NULL,        /*  seestate */
  2569.     sfx_None,        /*  seesound */
  2570.     8,        /*  reactiontime */
  2571.     sfx_None,        /*  attacksound */
  2572.     S_NULL,        /*  painstate */
  2573.     0,        /*  painchance */
  2574.     sfx_None,        /*  painsound */
  2575.     S_NULL,        /*  meleestate */
  2576.     S_NULL,        /*  missilestate */
  2577.     S_NULL,        /*  deathstate */
  2578.     S_NULL,        /*  xdeathstate */
  2579.     sfx_None,        /*  deathsound */
  2580.     0,        /*  speed */
  2581.     20*FRACUNIT,        /*  radius */
  2582.     16*FRACUNIT,        /*  height */
  2583.     100,        /*  mass */
  2584.     0,        /*  damage */
  2585.     sfx_None,        /*  activesound */
  2586.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2587.     S_NULL        /*  raisestate */
  2588.     },
  2589.  
  2590.     {        /*  MT_MISC13 */
  2591.     2023,        /*  doomednum */
  2592.     S_PSTR,        /*  spawnstate */
  2593.     1000,        /*  spawnhealth */
  2594.     S_NULL,        /*  seestate */
  2595.     sfx_None,        /*  seesound */
  2596.     8,        /*  reactiontime */
  2597.     sfx_None,        /*  attacksound */
  2598.     S_NULL,        /*  painstate */
  2599.     0,        /*  painchance */
  2600.     sfx_None,        /*  painsound */
  2601.     S_NULL,        /*  meleestate */
  2602.     S_NULL,        /*  missilestate */
  2603.     S_NULL,        /*  deathstate */
  2604.     S_NULL,        /*  xdeathstate */
  2605.     sfx_None,        /*  deathsound */
  2606.     0,        /*  speed */
  2607.     20*FRACUNIT,        /*  radius */
  2608.     16*FRACUNIT,        /*  height */
  2609.     100,        /*  mass */
  2610.     0,        /*  damage */
  2611.     sfx_None,        /*  activesound */
  2612.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2613.     S_NULL        /*  raisestate */
  2614.     },
  2615.  
  2616.     {        /*  MT_INS */
  2617.     2024,        /*  doomednum */
  2618.     S_PINS,        /*  spawnstate */
  2619.     1000,        /*  spawnhealth */
  2620.     S_NULL,        /*  seestate */
  2621.     sfx_None,        /*  seesound */
  2622.     8,        /*  reactiontime */
  2623.     sfx_None,        /*  attacksound */
  2624.     S_NULL,        /*  painstate */
  2625.     0,        /*  painchance */
  2626.     sfx_None,        /*  painsound */
  2627.     S_NULL,        /*  meleestate */
  2628.     S_NULL,        /*  missilestate */
  2629.     S_NULL,        /*  deathstate */
  2630.     S_NULL,        /*  xdeathstate */
  2631.     sfx_None,        /*  deathsound */
  2632.     0,        /*  speed */
  2633.     20*FRACUNIT,        /*  radius */
  2634.     16*FRACUNIT,        /*  height */
  2635.     100,        /*  mass */
  2636.     0,        /*  damage */
  2637.     sfx_None,        /*  activesound */
  2638.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2639.     S_NULL        /*  raisestate */
  2640.     },
  2641.  
  2642.     {        /*  MT_MISC14 */
  2643.     2025,        /*  doomednum */
  2644.     S_SUIT,        /*  spawnstate */
  2645.     1000,        /*  spawnhealth */
  2646.     S_NULL,        /*  seestate */
  2647.     sfx_None,        /*  seesound */
  2648.     8,        /*  reactiontime */
  2649.     sfx_None,        /*  attacksound */
  2650.     S_NULL,        /*  painstate */
  2651.     0,        /*  painchance */
  2652.     sfx_None,        /*  painsound */
  2653.     S_NULL,        /*  meleestate */
  2654.     S_NULL,        /*  missilestate */
  2655.     S_NULL,        /*  deathstate */
  2656.     S_NULL,        /*  xdeathstate */
  2657.     sfx_None,        /*  deathsound */
  2658.     0,        /*  speed */
  2659.     20*FRACUNIT,        /*  radius */
  2660.     16*FRACUNIT,        /*  height */
  2661.     100,        /*  mass */
  2662.     0,        /*  damage */
  2663.     sfx_None,        /*  activesound */
  2664.     MF_SPECIAL,        /*  flags */
  2665.     S_NULL        /*  raisestate */
  2666.     },
  2667.  
  2668.     {        /*  MT_MISC15 */
  2669.     2026,        /*  doomednum */
  2670.     S_PMAP,        /*  spawnstate */
  2671.     1000,        /*  spawnhealth */
  2672.     S_NULL,        /*  seestate */
  2673.     sfx_None,        /*  seesound */
  2674.     8,        /*  reactiontime */
  2675.     sfx_None,        /*  attacksound */
  2676.     S_NULL,        /*  painstate */
  2677.     0,        /*  painchance */
  2678.     sfx_None,        /*  painsound */
  2679.     S_NULL,        /*  meleestate */
  2680.     S_NULL,        /*  missilestate */
  2681.     S_NULL,        /*  deathstate */
  2682.     S_NULL,        /*  xdeathstate */
  2683.     sfx_None,        /*  deathsound */
  2684.     0,        /*  speed */
  2685.     20*FRACUNIT,        /*  radius */
  2686.     16*FRACUNIT,        /*  height */
  2687.     100,        /*  mass */
  2688.     0,        /*  damage */
  2689.     sfx_None,        /*  activesound */
  2690.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2691.     S_NULL        /*  raisestate */
  2692.     },
  2693.  
  2694.     {        /*  MT_MISC16 */
  2695.     2045,        /*  doomednum */
  2696.     S_PVIS,        /*  spawnstate */
  2697.     1000,        /*  spawnhealth */
  2698.     S_NULL,        /*  seestate */
  2699.     sfx_None,        /*  seesound */
  2700.     8,        /*  reactiontime */
  2701.     sfx_None,        /*  attacksound */
  2702.     S_NULL,        /*  painstate */
  2703.     0,        /*  painchance */
  2704.     sfx_None,        /*  painsound */
  2705.     S_NULL,        /*  meleestate */
  2706.     S_NULL,        /*  missilestate */
  2707.     S_NULL,        /*  deathstate */
  2708.     S_NULL,        /*  xdeathstate */
  2709.     sfx_None,        /*  deathsound */
  2710.     0,        /*  speed */
  2711.     20*FRACUNIT,        /*  radius */
  2712.     16*FRACUNIT,        /*  height */
  2713.     100,        /*  mass */
  2714.     0,        /*  damage */
  2715.     sfx_None,        /*  activesound */
  2716.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2717.     S_NULL        /*  raisestate */
  2718.     },
  2719.  
  2720.     {        /*  MT_MEGA */
  2721.     83,        /*  doomednum */
  2722.     S_MEGA,        /*  spawnstate */
  2723.     1000,        /*  spawnhealth */
  2724.     S_NULL,        /*  seestate */
  2725.     sfx_None,        /*  seesound */
  2726.     8,        /*  reactiontime */
  2727.     sfx_None,        /*  attacksound */
  2728.     S_NULL,        /*  painstate */
  2729.     0,        /*  painchance */
  2730.     sfx_None,        /*  painsound */
  2731.     S_NULL,        /*  meleestate */
  2732.     S_NULL,        /*  missilestate */
  2733.     S_NULL,        /*  deathstate */
  2734.     S_NULL,        /*  xdeathstate */
  2735.     sfx_None,        /*  deathsound */
  2736.     0,        /*  speed */
  2737.     20*FRACUNIT,        /*  radius */
  2738.     16*FRACUNIT,        /*  height */
  2739.     100,        /*  mass */
  2740.     0,        /*  damage */
  2741.     sfx_None,        /*  activesound */
  2742.     MF_SPECIAL|MF_COUNTITEM,        /*  flags */
  2743.     S_NULL        /*  raisestate */
  2744.     },
  2745.  
  2746.     {        /*  MT_CLIP */
  2747.     2007,        /*  doomednum */
  2748.     S_CLIP,        /*  spawnstate */
  2749.     1000,        /*  spawnhealth */
  2750.     S_NULL,        /*  seestate */
  2751.     sfx_None,        /*  seesound */
  2752.     8,        /*  reactiontime */
  2753.     sfx_None,        /*  attacksound */
  2754.     S_NULL,        /*  painstate */
  2755.     0,        /*  painchance */
  2756.     sfx_None,        /*  painsound */
  2757.     S_NULL,        /*  meleestate */
  2758.     S_NULL,        /*  missilestate */
  2759.     S_NULL,        /*  deathstate */
  2760.     S_NULL,        /*  xdeathstate */
  2761.     sfx_None,        /*  deathsound */
  2762.     0,        /*  speed */
  2763.     20*FRACUNIT,        /*  radius */
  2764.     16*FRACUNIT,        /*  height */
  2765.     100,        /*  mass */
  2766.     0,        /*  damage */
  2767.     sfx_None,        /*  activesound */
  2768.     MF_SPECIAL,        /*  flags */
  2769.     S_NULL        /*  raisestate */
  2770.     },
  2771.  
  2772.     {        /*  MT_MISC17 */
  2773.     2048,        /*  doomednum */
  2774.     S_AMMO,        /*  spawnstate */
  2775.     1000,        /*  spawnhealth */
  2776.     S_NULL,        /*  seestate */
  2777.     sfx_None,        /*  seesound */
  2778.     8,        /*  reactiontime */
  2779.     sfx_None,        /*  attacksound */
  2780.     S_NULL,        /*  painstate */
  2781.     0,        /*  painchance */
  2782.     sfx_None,        /*  painsound */
  2783.     S_NULL,        /*  meleestate */
  2784.     S_NULL,        /*  missilestate */
  2785.     S_NULL,        /*  deathstate */
  2786.     S_NULL,        /*  xdeathstate */
  2787.     sfx_None,        /*  deathsound */
  2788.     0,        /*  speed */
  2789.     20*FRACUNIT,        /*  radius */
  2790.     16*FRACUNIT,        /*  height */
  2791.     100,        /*  mass */
  2792.     0,        /*  damage */
  2793.     sfx_None,        /*  activesound */
  2794.     MF_SPECIAL,        /*  flags */
  2795.     S_NULL        /*  raisestate */
  2796.     },
  2797.  
  2798.     {        /*  MT_MISC18 */
  2799.     2010,        /*  doomednum */
  2800.     S_ROCK,        /*  spawnstate */
  2801.     1000,        /*  spawnhealth */
  2802.     S_NULL,        /*  seestate */
  2803.     sfx_None,        /*  seesound */
  2804.     8,        /*  reactiontime */
  2805.     sfx_None,        /*  attacksound */
  2806.     S_NULL,        /*  painstate */
  2807.     0,        /*  painchance */
  2808.     sfx_None,        /*  painsound */
  2809.     S_NULL,        /*  meleestate */
  2810.     S_NULL,        /*  missilestate */
  2811.     S_NULL,        /*  deathstate */
  2812.     S_NULL,        /*  xdeathstate */
  2813.     sfx_None,        /*  deathsound */
  2814.     0,        /*  speed */
  2815.     20*FRACUNIT,        /*  radius */
  2816.     16*FRACUNIT,        /*  height */
  2817.     100,        /*  mass */
  2818.     0,        /*  damage */
  2819.     sfx_None,        /*  activesound */
  2820.     MF_SPECIAL,        /*  flags */
  2821.     S_NULL        /*  raisestate */
  2822.     },
  2823.  
  2824.     {        /*  MT_MISC19 */
  2825.     2046,        /*  doomednum */
  2826.     S_BROK,        /*  spawnstate */
  2827.     1000,        /*  spawnhealth */
  2828.     S_NULL,        /*  seestate */
  2829.     sfx_None,        /*  seesound */
  2830.     8,        /*  reactiontime */
  2831.     sfx_None,        /*  attacksound */
  2832.     S_NULL,        /*  painstate */
  2833.     0,        /*  painchance */
  2834.     sfx_None,        /*  painsound */
  2835.     S_NULL,        /*  meleestate */
  2836.     S_NULL,        /*  missilestate */
  2837.     S_NULL,        /*  deathstate */
  2838.     S_NULL,        /*  xdeathstate */
  2839.     sfx_None,        /*  deathsound */
  2840.     0,        /*  speed */
  2841.     20*FRACUNIT,        /*  radius */
  2842.     16*FRACUNIT,        /*  height */
  2843.     100,        /*  mass */
  2844.     0,        /*  damage */
  2845.     sfx_None,        /*  activesound */
  2846.     MF_SPECIAL,        /*  flags */
  2847.     S_NULL        /*  raisestate */
  2848.     },
  2849.  
  2850.     {        /*  MT_MISC20 */
  2851.     2047,        /*  doomednum */
  2852.     S_CELL,        /*  spawnstate */
  2853.     1000,        /*  spawnhealth */
  2854.     S_NULL,        /*  seestate */
  2855.     sfx_None,        /*  seesound */
  2856.     8,        /*  reactiontime */
  2857.     sfx_None,        /*  attacksound */
  2858.     S_NULL,        /*  painstate */
  2859.     0,        /*  painchance */
  2860.     sfx_None,        /*  painsound */
  2861.     S_NULL,        /*  meleestate */
  2862.     S_NULL,        /*  missilestate */
  2863.     S_NULL,        /*  deathstate */
  2864.     S_NULL,        /*  xdeathstate */
  2865.     sfx_None,        /*  deathsound */
  2866.     0,        /*  speed */
  2867.     20*FRACUNIT,        /*  radius */
  2868.     16*FRACUNIT,        /*  height */
  2869.     100,        /*  mass */
  2870.     0,        /*  damage */
  2871.     sfx_None,        /*  activesound */
  2872.     MF_SPECIAL,        /*  flags */
  2873.     S_NULL        /*  raisestate */
  2874.     },
  2875.  
  2876.     {        /*  MT_MISC21 */
  2877.     17,        /*  doomednum */
  2878.     S_CELP,        /*  spawnstate */
  2879.     1000,        /*  spawnhealth */
  2880.     S_NULL,        /*  seestate */
  2881.     sfx_None,        /*  seesound */
  2882.     8,        /*  reactiontime */
  2883.     sfx_None,        /*  attacksound */
  2884.     S_NULL,        /*  painstate */
  2885.     0,        /*  painchance */
  2886.     sfx_None,        /*  painsound */
  2887.     S_NULL,        /*  meleestate */
  2888.     S_NULL,        /*  missilestate */
  2889.     S_NULL,        /*  deathstate */
  2890.     S_NULL,        /*  xdeathstate */
  2891.     sfx_None,        /*  deathsound */
  2892.     0,        /*  speed */
  2893.     20*FRACUNIT,        /*  radius */
  2894.     16*FRACUNIT,        /*  height */
  2895.     100,        /*  mass */
  2896.     0,        /*  damage */
  2897.     sfx_None,        /*  activesound */
  2898.     MF_SPECIAL,        /*  flags */
  2899.     S_NULL        /*  raisestate */
  2900.     },
  2901.  
  2902.     {        /*  MT_MISC22 */
  2903.     2008,        /*  doomednum */
  2904.     S_SHEL,        /*  spawnstate */
  2905.     1000,        /*  spawnhealth */
  2906.     S_NULL,        /*  seestate */
  2907.     sfx_None,        /*  seesound */
  2908.     8,        /*  reactiontime */
  2909.     sfx_None,        /*  attacksound */
  2910.     S_NULL,        /*  painstate */
  2911.     0,        /*  painchance */
  2912.     sfx_None,        /*  painsound */
  2913.     S_NULL,        /*  meleestate */
  2914.     S_NULL,        /*  missilestate */
  2915.     S_NULL,        /*  deathstate */
  2916.     S_NULL,        /*  xdeathstate */
  2917.     sfx_None,        /*  deathsound */
  2918.     0,        /*  speed */
  2919.     20*FRACUNIT,        /*  radius */
  2920.     16*FRACUNIT,        /*  height */
  2921.     100,        /*  mass */
  2922.     0,        /*  damage */
  2923.     sfx_None,        /*  activesound */
  2924.     MF_SPECIAL,        /*  flags */
  2925.     S_NULL        /*  raisestate */
  2926.     },
  2927.  
  2928.     {        /*  MT_MISC23 */
  2929.     2049,        /*  doomednum */
  2930.     S_SBOX,        /*  spawnstate */
  2931.     1000,        /*  spawnhealth */
  2932.     S_NULL,        /*  seestate */
  2933.     sfx_None,        /*  seesound */
  2934.     8,        /*  reactiontime */
  2935.     sfx_None,        /*  attacksound */
  2936.     S_NULL,        /*  painstate */
  2937.     0,        /*  painchance */
  2938.     sfx_None,        /*  painsound */
  2939.     S_NULL,        /*  meleestate */
  2940.     S_NULL,        /*  missilestate */
  2941.     S_NULL,        /*  deathstate */
  2942.     S_NULL,        /*  xdeathstate */
  2943.     sfx_None,        /*  deathsound */
  2944.     0,        /*  speed */
  2945.     20*FRACUNIT,        /*  radius */
  2946.     16*FRACUNIT,        /*  height */
  2947.     100,        /*  mass */
  2948.     0,        /*  damage */
  2949.     sfx_None,        /*  activesound */
  2950.     MF_SPECIAL,        /*  flags */
  2951.     S_NULL        /*  raisestate */
  2952.     },
  2953.  
  2954.     {        /*  MT_MISC24 */
  2955.     8,        /*  doomednum */
  2956.     S_BPAK,        /*  spawnstate */
  2957.     1000,        /*  spawnhealth */
  2958.     S_NULL,        /*  seestate */
  2959.     sfx_None,        /*  seesound */
  2960.     8,        /*  reactiontime */
  2961.     sfx_None,        /*  attacksound */
  2962.     S_NULL,        /*  painstate */
  2963.     0,        /*  painchance */
  2964.     sfx_None,        /*  painsound */
  2965.     S_NULL,        /*  meleestate */
  2966.     S_NULL,        /*  missilestate */
  2967.     S_NULL,        /*  deathstate */
  2968.     S_NULL,        /*  xdeathstate */
  2969.     sfx_None,        /*  deathsound */
  2970.     0,        /*  speed */
  2971.     20*FRACUNIT,        /*  radius */
  2972.     16*FRACUNIT,        /*  height */
  2973.     100,        /*  mass */
  2974.     0,        /*  damage */
  2975.     sfx_None,        /*  activesound */
  2976.     MF_SPECIAL,        /*  flags */
  2977.     S_NULL        /*  raisestate */
  2978.     },
  2979.  
  2980.     {        /*  MT_MISC25 */
  2981.     2006,        /*  doomednum */
  2982.     S_BFUG,        /*  spawnstate */
  2983.     1000,        /*  spawnhealth */
  2984.     S_NULL,        /*  seestate */
  2985.     sfx_None,        /*  seesound */
  2986.     8,        /*  reactiontime */
  2987.     sfx_None,        /*  attacksound */
  2988.     S_NULL,        /*  painstate */
  2989.     0,        /*  painchance */
  2990.     sfx_None,        /*  painsound */
  2991.     S_NULL,        /*  meleestate */
  2992.     S_NULL,        /*  missilestate */
  2993.     S_NULL,        /*  deathstate */
  2994.     S_NULL,        /*  xdeathstate */
  2995.     sfx_None,        /*  deathsound */
  2996.     0,        /*  speed */
  2997.     20*FRACUNIT,        /*  radius */
  2998.     16*FRACUNIT,        /*  height */
  2999.     100,        /*  mass */
  3000.     0,        /*  damage */
  3001.     sfx_None,        /*  activesound */
  3002.     MF_SPECIAL,        /*  flags */
  3003.     S_NULL        /*  raisestate */
  3004.     },
  3005.  
  3006.     {        /*  MT_CHAINGUN */
  3007.     2002,        /*  doomednum */
  3008.     S_MGUN,        /*  spawnstate */
  3009.     1000,        /*  spawnhealth */
  3010.     S_NULL,        /*  seestate */
  3011.     sfx_None,        /*  seesound */
  3012.     8,        /*  reactiontime */
  3013.     sfx_None,        /*  attacksound */
  3014.     S_NULL,        /*  painstate */
  3015.     0,        /*  painchance */
  3016.     sfx_None,        /*  painsound */
  3017.     S_NULL,        /*  meleestate */
  3018.     S_NULL,        /*  missilestate */
  3019.     S_NULL,        /*  deathstate */
  3020.     S_NULL,        /*  xdeathstate */
  3021.     sfx_None,        /*  deathsound */
  3022.     0,        /*  speed */
  3023.     20*FRACUNIT,        /*  radius */
  3024.     16*FRACUNIT,        /*  height */
  3025.     100,        /*  mass */
  3026.     0,        /*  damage */
  3027.     sfx_None,        /*  activesound */
  3028.     MF_SPECIAL,        /*  flags */
  3029.     S_NULL        /*  raisestate */
  3030.     },
  3031.  
  3032.     {        /*  MT_MISC26 */
  3033.     2005,        /*  doomednum */
  3034.     S_CSAW,        /*  spawnstate */
  3035.     1000,        /*  spawnhealth */
  3036.     S_NULL,        /*  seestate */
  3037.     sfx_None,        /*  seesound */
  3038.     8,        /*  reactiontime */
  3039.     sfx_None,        /*  attacksound */
  3040.     S_NULL,        /*  painstate */
  3041.     0,        /*  painchance */
  3042.     sfx_None,        /*  painsound */
  3043.     S_NULL,        /*  meleestate */
  3044.     S_NULL,        /*  missilestate */
  3045.     S_NULL,        /*  deathstate */
  3046.     S_NULL,        /*  xdeathstate */
  3047.     sfx_None,        /*  deathsound */
  3048.     0,        /*  speed */
  3049.     20*FRACUNIT,        /*  radius */
  3050.     16*FRACUNIT,        /*  height */
  3051.     100,        /*  mass */
  3052.     0,        /*  damage */
  3053.     sfx_None,        /*  activesound */
  3054.     MF_SPECIAL,        /*  flags */
  3055.     S_NULL        /*  raisestate */
  3056.     },
  3057.  
  3058.     {        /*  MT_MISC27 */
  3059.     2003,        /*  doomednum */
  3060.     S_LAUN,        /*  spawnstate */
  3061.     1000,        /*  spawnhealth */
  3062.     S_NULL,        /*  seestate */
  3063.     sfx_None,        /*  seesound */
  3064.     8,        /*  reactiontime */
  3065.     sfx_None,        /*  attacksound */
  3066.     S_NULL,        /*  painstate */
  3067.     0,        /*  painchance */
  3068.     sfx_None,        /*  painsound */
  3069.     S_NULL,        /*  meleestate */
  3070.     S_NULL,        /*  missilestate */
  3071.     S_NULL,        /*  deathstate */
  3072.     S_NULL,        /*  xdeathstate */
  3073.     sfx_None,        /*  deathsound */
  3074.     0,        /*  speed */
  3075.     20*FRACUNIT,        /*  radius */
  3076.     16*FRACUNIT,        /*  height */
  3077.     100,        /*  mass */
  3078.     0,        /*  damage */
  3079.     sfx_None,        /*  activesound */
  3080.     MF_SPECIAL,        /*  flags */
  3081.     S_NULL        /*  raisestate */
  3082.     },
  3083.  
  3084.     {        /*  MT_MISC28 */
  3085.     2004,        /*  doomednum */
  3086.     S_PLAS,        /*  spawnstate */
  3087.     1000,        /*  spawnhealth */
  3088.     S_NULL,        /*  seestate */
  3089.     sfx_None,        /*  seesound */
  3090.     8,        /*  reactiontime */
  3091.     sfx_None,        /*  attacksound */
  3092.     S_NULL,        /*  painstate */
  3093.     0,        /*  painchance */
  3094.     sfx_None,        /*  painsound */
  3095.     S_NULL,        /*  meleestate */
  3096.     S_NULL,        /*  missilestate */
  3097.     S_NULL,        /*  deathstate */
  3098.     S_NULL,        /*  xdeathstate */
  3099.     sfx_None,        /*  deathsound */
  3100.     0,        /*  speed */
  3101.     20*FRACUNIT,        /*  radius */
  3102.     16*FRACUNIT,        /*  height */
  3103.     100,        /*  mass */
  3104.     0,        /*  damage */
  3105.     sfx_None,        /*  activesound */
  3106.     MF_SPECIAL,        /*  flags */
  3107.     S_NULL        /*  raisestate */
  3108.     },
  3109.  
  3110.     {        /*  MT_SHOTGUN */
  3111.     2001,        /*  doomednum */
  3112.     S_SHOT,        /*  spawnstate */
  3113.     1000,        /*  spawnhealth */
  3114.     S_NULL,        /*  seestate */
  3115.     sfx_None,        /*  seesound */
  3116.     8,        /*  reactiontime */
  3117.     sfx_None,        /*  attacksound */
  3118.     S_NULL,        /*  painstate */
  3119.     0,        /*  painchance */
  3120.     sfx_None,        /*  painsound */
  3121.     S_NULL,        /*  meleestate */
  3122.     S_NULL,        /*  missilestate */
  3123.     S_NULL,        /*  deathstate */
  3124.     S_NULL,        /*  xdeathstate */
  3125.     sfx_None,        /*  deathsound */
  3126.     0,        /*  speed */
  3127.     20*FRACUNIT,        /*  radius */
  3128.     16*FRACUNIT,        /*  height */
  3129.     100,        /*  mass */
  3130.     0,        /*  damage */
  3131.     sfx_None,        /*  activesound */
  3132.     MF_SPECIAL,        /*  flags */
  3133.     S_NULL        /*  raisestate */
  3134.     },
  3135.  
  3136.     {        /*  MT_SUPERSHOTGUN */
  3137.     82,        /*  doomednum */
  3138.     S_SHOT2,        /*  spawnstate */
  3139.     1000,        /*  spawnhealth */
  3140.     S_NULL,        /*  seestate */
  3141.     sfx_None,        /*  seesound */
  3142.     8,        /*  reactiontime */
  3143.     sfx_None,        /*  attacksound */
  3144.     S_NULL,        /*  painstate */
  3145.     0,        /*  painchance */
  3146.     sfx_None,        /*  painsound */
  3147.     S_NULL,        /*  meleestate */
  3148.     S_NULL,        /*  missilestate */
  3149.     S_NULL,        /*  deathstate */
  3150.     S_NULL,        /*  xdeathstate */
  3151.     sfx_None,        /*  deathsound */
  3152.     0,        /*  speed */
  3153.     20*FRACUNIT,        /*  radius */
  3154.     16*FRACUNIT,        /*  height */
  3155.     100,        /*  mass */
  3156.     0,        /*  damage */
  3157.     sfx_None,        /*  activesound */
  3158.     MF_SPECIAL,        /*  flags */
  3159.     S_NULL        /*  raisestate */
  3160.     },
  3161.  
  3162.     {        /*  MT_MISC29 */
  3163.     85,        /*  doomednum */
  3164.     S_TECHLAMP,        /*  spawnstate */
  3165.     1000,        /*  spawnhealth */
  3166.     S_NULL,        /*  seestate */
  3167.     sfx_None,        /*  seesound */
  3168.     8,        /*  reactiontime */
  3169.     sfx_None,        /*  attacksound */
  3170.     S_NULL,        /*  painstate */
  3171.     0,        /*  painchance */
  3172.     sfx_None,        /*  painsound */
  3173.     S_NULL,        /*  meleestate */
  3174.     S_NULL,        /*  missilestate */
  3175.     S_NULL,        /*  deathstate */
  3176.     S_NULL,        /*  xdeathstate */
  3177.     sfx_None,        /*  deathsound */
  3178.     0,        /*  speed */
  3179.     16*FRACUNIT,        /*  radius */
  3180.     16*FRACUNIT,        /*  height */
  3181.     100,        /*  mass */
  3182.     0,        /*  damage */
  3183.     sfx_None,        /*  activesound */
  3184.     MF_SOLID,        /*  flags */
  3185.     S_NULL        /*  raisestate */
  3186.     },
  3187.  
  3188.     {        /*  MT_MISC30 */
  3189.     86,        /*  doomednum */
  3190.     S_TECH2LAMP,        /*  spawnstate */
  3191.     1000,        /*  spawnhealth */
  3192.     S_NULL,        /*  seestate */
  3193.     sfx_None,        /*  seesound */
  3194.     8,        /*  reactiontime */
  3195.     sfx_None,        /*  attacksound */
  3196.     S_NULL,        /*  painstate */
  3197.     0,        /*  painchance */
  3198.     sfx_None,        /*  painsound */
  3199.     S_NULL,        /*  meleestate */
  3200.     S_NULL,        /*  missilestate */
  3201.     S_NULL,        /*  deathstate */
  3202.     S_NULL,        /*  xdeathstate */
  3203.     sfx_None,        /*  deathsound */
  3204.     0,        /*  speed */
  3205.     16*FRACUNIT,        /*  radius */
  3206.     16*FRACUNIT,        /*  height */
  3207.     100,        /*  mass */
  3208.     0,        /*  damage */
  3209.     sfx_None,        /*  activesound */
  3210.     MF_SOLID,        /*  flags */
  3211.     S_NULL        /*  raisestate */
  3212.     },
  3213.  
  3214.     {        /*  MT_MISC31 */
  3215.     2028,        /*  doomednum */
  3216.     S_COLU,        /*  spawnstate */
  3217.     1000,        /*  spawnhealth */
  3218.     S_NULL,        /*  seestate */
  3219.     sfx_None,        /*  seesound */
  3220.     8,        /*  reactiontime */
  3221.     sfx_None,        /*  attacksound */
  3222.     S_NULL,        /*  painstate */
  3223.     0,        /*  painchance */
  3224.     sfx_None,        /*  painsound */
  3225.     S_NULL,        /*  meleestate */
  3226.     S_NULL,        /*  missilestate */
  3227.     S_NULL,        /*  deathstate */
  3228.     S_NULL,        /*  xdeathstate */
  3229.     sfx_None,        /*  deathsound */
  3230.     0,        /*  speed */
  3231.     16*FRACUNIT,        /*  radius */
  3232.     16*FRACUNIT,        /*  height */
  3233.     100,        /*  mass */
  3234.     0,        /*  damage */
  3235.     sfx_None,        /*  activesound */
  3236.     MF_SOLID,        /*  flags */
  3237.     S_NULL        /*  raisestate */
  3238.     },
  3239.  
  3240.     {        /*  MT_MISC32 */
  3241.     30,        /*  doomednum */
  3242.     S_TALLGRNCOL,        /*  spawnstate */
  3243.     1000,        /*  spawnhealth */
  3244.     S_NULL,        /*  seestate */
  3245.     sfx_None,        /*  seesound */
  3246.     8,        /*  reactiontime */
  3247.     sfx_None,        /*  attacksound */
  3248.     S_NULL,        /*  painstate */
  3249.     0,        /*  painchance */
  3250.     sfx_None,        /*  painsound */
  3251.     S_NULL,        /*  meleestate */
  3252.     S_NULL,        /*  missilestate */
  3253.     S_NULL,        /*  deathstate */
  3254.     S_NULL,        /*  xdeathstate */
  3255.     sfx_None,        /*  deathsound */
  3256.     0,        /*  speed */
  3257.     16*FRACUNIT,        /*  radius */
  3258.     16*FRACUNIT,        /*  height */
  3259.     100,        /*  mass */
  3260.     0,        /*  damage */
  3261.     sfx_None,        /*  activesound */
  3262.     MF_SOLID,        /*  flags */
  3263.     S_NULL        /*  raisestate */
  3264.     },
  3265.  
  3266.     {        /*  MT_MISC33 */
  3267.     31,        /*  doomednum */
  3268.     S_SHRTGRNCOL,        /*  spawnstate */
  3269.     1000,        /*  spawnhealth */
  3270.     S_NULL,        /*  seestate */
  3271.     sfx_None,        /*  seesound */
  3272.     8,        /*  reactiontime */
  3273.     sfx_None,        /*  attacksound */
  3274.     S_NULL,        /*  painstate */
  3275.     0,        /*  painchance */
  3276.     sfx_None,        /*  painsound */
  3277.     S_NULL,        /*  meleestate */
  3278.     S_NULL,        /*  missilestate */
  3279.     S_NULL,        /*  deathstate */
  3280.     S_NULL,        /*  xdeathstate */
  3281.     sfx_None,        /*  deathsound */
  3282.     0,        /*  speed */
  3283.     16*FRACUNIT,        /*  radius */
  3284.     16*FRACUNIT,        /*  height */
  3285.     100,        /*  mass */
  3286.     0,        /*  damage */
  3287.     sfx_None,        /*  activesound */
  3288.     MF_SOLID,        /*  flags */
  3289.     S_NULL        /*  raisestate */
  3290.     },
  3291.  
  3292.     {        /*  MT_MISC34 */
  3293.     32,        /*  doomednum */
  3294.     S_TALLREDCOL,        /*  spawnstate */
  3295.     1000,        /*  spawnhealth */
  3296.     S_NULL,        /*  seestate */
  3297.     sfx_None,        /*  seesound */
  3298.     8,        /*  reactiontime */
  3299.     sfx_None,        /*  attacksound */
  3300.     S_NULL,        /*  painstate */
  3301.     0,        /*  painchance */
  3302.     sfx_None,        /*  painsound */
  3303.     S_NULL,        /*  meleestate */
  3304.     S_NULL,        /*  missilestate */
  3305.     S_NULL,        /*  deathstate */
  3306.     S_NULL,        /*  xdeathstate */
  3307.     sfx_None,        /*  deathsound */
  3308.     0,        /*  speed */
  3309.     16*FRACUNIT,        /*  radius */
  3310.     16*FRACUNIT,        /*  height */
  3311.     100,        /*  mass */
  3312.     0,        /*  damage */
  3313.     sfx_None,        /*  activesound */
  3314.     MF_SOLID,        /*  flags */
  3315.     S_NULL        /*  raisestate */
  3316.     },
  3317.  
  3318.     {        /*  MT_MISC35 */
  3319.     33,        /*  doomednum */
  3320.     S_SHRTREDCOL,        /*  spawnstate */
  3321.     1000,        /*  spawnhealth */
  3322.     S_NULL,        /*  seestate */
  3323.     sfx_None,        /*  seesound */
  3324.     8,        /*  reactiontime */
  3325.     sfx_None,        /*  attacksound */
  3326.     S_NULL,        /*  painstate */
  3327.     0,        /*  painchance */
  3328.     sfx_None,        /*  painsound */
  3329.     S_NULL,        /*  meleestate */
  3330.     S_NULL,        /*  missilestate */
  3331.     S_NULL,        /*  deathstate */
  3332.     S_NULL,        /*  xdeathstate */
  3333.     sfx_None,        /*  deathsound */
  3334.     0,        /*  speed */
  3335.     16*FRACUNIT,        /*  radius */
  3336.     16*FRACUNIT,        /*  height */
  3337.     100,        /*  mass */
  3338.     0,        /*  damage */
  3339.     sfx_None,        /*  activesound */
  3340.     MF_SOLID,        /*  flags */
  3341.     S_NULL        /*  raisestate */
  3342.     },
  3343.  
  3344.     {        /*  MT_MISC36 */
  3345.     37,        /*  doomednum */
  3346.     S_SKULLCOL,        /*  spawnstate */
  3347.     1000,        /*  spawnhealth */
  3348.     S_NULL,        /*  seestate */
  3349.     sfx_None,        /*  seesound */
  3350.     8,        /*  reactiontime */
  3351.     sfx_None,        /*  attacksound */
  3352.     S_NULL,        /*  painstate */
  3353.     0,        /*  painchance */
  3354.     sfx_None,        /*  painsound */
  3355.     S_NULL,        /*  meleestate */
  3356.     S_NULL,        /*  missilestate */
  3357.     S_NULL,        /*  deathstate */
  3358.     S_NULL,        /*  xdeathstate */
  3359.     sfx_None,        /*  deathsound */
  3360.     0,        /*  speed */
  3361.     16*FRACUNIT,        /*  radius */
  3362.     16*FRACUNIT,        /*  height */
  3363.     100,        /*  mass */
  3364.     0,        /*  damage */
  3365.     sfx_None,        /*  activesound */
  3366.     MF_SOLID,        /*  flags */
  3367.     S_NULL        /*  raisestate */
  3368.     },
  3369.  
  3370.     {        /*  MT_MISC37 */
  3371.     36,        /*  doomednum */
  3372.     S_HEARTCOL,        /*  spawnstate */
  3373.     1000,        /*  spawnhealth */
  3374.     S_NULL,        /*  seestate */
  3375.     sfx_None,        /*  seesound */
  3376.     8,        /*  reactiontime */
  3377.     sfx_None,        /*  attacksound */
  3378.     S_NULL,        /*  painstate */
  3379.     0,        /*  painchance */
  3380.     sfx_None,        /*  painsound */
  3381.     S_NULL,        /*  meleestate */
  3382.     S_NULL,        /*  missilestate */
  3383.     S_NULL,        /*  deathstate */
  3384.     S_NULL,        /*  xdeathstate */
  3385.     sfx_None,        /*  deathsound */
  3386.     0,        /*  speed */
  3387.     16*FRACUNIT,        /*  radius */
  3388.     16*FRACUNIT,        /*  height */
  3389.     100,        /*  mass */
  3390.     0,        /*  damage */
  3391.     sfx_None,        /*  activesound */
  3392.     MF_SOLID,        /*  flags */
  3393.     S_NULL        /*  raisestate */
  3394.     },
  3395.  
  3396.     {        /*  MT_MISC38 */
  3397.     41,        /*  doomednum */
  3398.     S_EVILEYE,        /*  spawnstate */
  3399.     1000,        /*  spawnhealth */
  3400.     S_NULL,        /*  seestate */
  3401.     sfx_None,        /*  seesound */
  3402.     8,        /*  reactiontime */
  3403.     sfx_None,        /*  attacksound */
  3404.     S_NULL,        /*  painstate */
  3405.     0,        /*  painchance */
  3406.     sfx_None,        /*  painsound */
  3407.     S_NULL,        /*  meleestate */
  3408.     S_NULL,        /*  missilestate */
  3409.     S_NULL,        /*  deathstate */
  3410.     S_NULL,        /*  xdeathstate */
  3411.     sfx_None,        /*  deathsound */
  3412.     0,        /*  speed */
  3413.     16*FRACUNIT,        /*  radius */
  3414.     16*FRACUNIT,        /*  height */
  3415.     100,        /*  mass */
  3416.     0,        /*  damage */
  3417.     sfx_None,        /*  activesound */
  3418.     MF_SOLID,        /*  flags */
  3419.     S_NULL        /*  raisestate */
  3420.     },
  3421.  
  3422.     {        /*  MT_MISC39 */
  3423.     42,        /*  doomednum */
  3424.     S_FLOATSKULL,        /*  spawnstate */
  3425.     1000,        /*  spawnhealth */
  3426.     S_NULL,        /*  seestate */
  3427.     sfx_None,        /*  seesound */
  3428.     8,        /*  reactiontime */
  3429.     sfx_None,        /*  attacksound */
  3430.     S_NULL,        /*  painstate */
  3431.     0,        /*  painchance */
  3432.     sfx_None,        /*  painsound */
  3433.     S_NULL,        /*  meleestate */
  3434.     S_NULL,        /*  missilestate */
  3435.     S_NULL,        /*  deathstate */
  3436.     S_NULL,        /*  xdeathstate */
  3437.     sfx_None,        /*  deathsound */
  3438.     0,        /*  speed */
  3439.     16*FRACUNIT,        /*  radius */
  3440.     16*FRACUNIT,        /*  height */
  3441.     100,        /*  mass */
  3442.     0,        /*  damage */
  3443.     sfx_None,        /*  activesound */
  3444.     MF_SOLID,        /*  flags */
  3445.     S_NULL        /*  raisestate */
  3446.     },
  3447.  
  3448.     {        /*  MT_MISC40 */
  3449.     43,        /*  doomednum */
  3450.     S_TORCHTREE,        /*  spawnstate */
  3451.     1000,        /*  spawnhealth */
  3452.     S_NULL,        /*  seestate */
  3453.     sfx_None,        /*  seesound */
  3454.     8,        /*  reactiontime */
  3455.     sfx_None,        /*  attacksound */
  3456.     S_NULL,        /*  painstate */
  3457.     0,        /*  painchance */
  3458.     sfx_None,        /*  painsound */
  3459.     S_NULL,        /*  meleestate */
  3460.     S_NULL,        /*  missilestate */
  3461.     S_NULL,        /*  deathstate */
  3462.     S_NULL,        /*  xdeathstate */
  3463.     sfx_None,        /*  deathsound */
  3464.     0,        /*  speed */
  3465.     16*FRACUNIT,        /*  radius */
  3466.     16*FRACUNIT,        /*  height */
  3467.     100,        /*  mass */
  3468.     0,        /*  damage */
  3469.     sfx_None,        /*  activesound */
  3470.     MF_SOLID,        /*  flags */
  3471.     S_NULL        /*  raisestate */
  3472.     },
  3473.  
  3474.     {        /*  MT_MISC41 */
  3475.     44,        /*  doomednum */
  3476.     S_BLUETORCH,        /*  spawnstate */
  3477.     1000,        /*  spawnhealth */
  3478.     S_NULL,        /*  seestate */
  3479.     sfx_None,        /*  seesound */
  3480.     8,        /*  reactiontime */
  3481.     sfx_None,        /*  attacksound */
  3482.     S_NULL,        /*  painstate */
  3483.     0,        /*  painchance */
  3484.     sfx_None,        /*  painsound */
  3485.     S_NULL,        /*  meleestate */
  3486.     S_NULL,        /*  missilestate */
  3487.     S_NULL,        /*  deathstate */
  3488.     S_NULL,        /*  xdeathstate */
  3489.     sfx_None,        /*  deathsound */
  3490.     0,        /*  speed */
  3491.     16*FRACUNIT,        /*  radius */
  3492.     16*FRACUNIT,        /*  height */
  3493.     100,        /*  mass */
  3494.     0,        /*  damage */
  3495.     sfx_None,        /*  activesound */
  3496.     MF_SOLID,        /*  flags */
  3497.     S_NULL        /*  raisestate */
  3498.     },
  3499.  
  3500.     {        /*  MT_MISC42 */
  3501.     45,        /*  doomednum */
  3502.     S_GREENTORCH,        /*  spawnstate */
  3503.     1000,        /*  spawnhealth */
  3504.     S_NULL,        /*  seestate */
  3505.     sfx_None,        /*  seesound */
  3506.     8,        /*  reactiontime */
  3507.     sfx_None,        /*  attacksound */
  3508.     S_NULL,        /*  painstate */
  3509.     0,        /*  painchance */
  3510.     sfx_None,        /*  painsound */
  3511.     S_NULL,        /*  meleestate */
  3512.     S_NULL,        /*  missilestate */
  3513.     S_NULL,        /*  deathstate */
  3514.     S_NULL,        /*  xdeathstate */
  3515.     sfx_None,        /*  deathsound */
  3516.     0,        /*  speed */
  3517.     16*FRACUNIT,        /*  radius */
  3518.     16*FRACUNIT,        /*  height */
  3519.     100,        /*  mass */
  3520.     0,        /*  damage */
  3521.     sfx_None,        /*  activesound */
  3522.     MF_SOLID,        /*  flags */
  3523.     S_NULL        /*  raisestate */
  3524.     },
  3525.  
  3526.     {        /*  MT_MISC43 */
  3527.     46,        /*  doomednum */
  3528.     S_REDTORCH,        /*  spawnstate */
  3529.     1000,        /*  spawnhealth */
  3530.     S_NULL,        /*  seestate */
  3531.     sfx_None,        /*  seesound */
  3532.     8,        /*  reactiontime */
  3533.     sfx_None,        /*  attacksound */
  3534.     S_NULL,        /*  painstate */
  3535.     0,        /*  painchance */
  3536.     sfx_None,        /*  painsound */
  3537.     S_NULL,        /*  meleestate */
  3538.     S_NULL,        /*  missilestate */
  3539.     S_NULL,        /*  deathstate */
  3540.     S_NULL,        /*  xdeathstate */
  3541.     sfx_None,        /*  deathsound */
  3542.     0,        /*  speed */
  3543.     16*FRACUNIT,        /*  radius */
  3544.     16*FRACUNIT,        /*  height */
  3545.     100,        /*  mass */
  3546.     0,        /*  damage */
  3547.     sfx_None,        /*  activesound */
  3548.     MF_SOLID,        /*  flags */
  3549.     S_NULL        /*  raisestate */
  3550.     },
  3551.  
  3552.     {        /*  MT_MISC44 */
  3553.     55,        /*  doomednum */
  3554.     S_BTORCHSHRT,        /*  spawnstate */
  3555.     1000,        /*  spawnhealth */
  3556.     S_NULL,        /*  seestate */
  3557.     sfx_None,        /*  seesound */
  3558.     8,        /*  reactiontime */
  3559.     sfx_None,        /*  attacksound */
  3560.     S_NULL,        /*  painstate */
  3561.     0,        /*  painchance */
  3562.     sfx_None,        /*  painsound */
  3563.     S_NULL,        /*  meleestate */
  3564.     S_NULL,        /*  missilestate */
  3565.     S_NULL,        /*  deathstate */
  3566.     S_NULL,        /*  xdeathstate */
  3567.     sfx_None,        /*  deathsound */
  3568.     0,        /*  speed */
  3569.     16*FRACUNIT,        /*  radius */
  3570.     16*FRACUNIT,        /*  height */
  3571.     100,        /*  mass */
  3572.     0,        /*  damage */
  3573.     sfx_None,        /*  activesound */
  3574.     MF_SOLID,        /*  flags */
  3575.     S_NULL        /*  raisestate */
  3576.     },
  3577.  
  3578.     {        /*  MT_MISC45 */
  3579.     56,        /*  doomednum */
  3580.     S_GTORCHSHRT,        /*  spawnstate */
  3581.     1000,        /*  spawnhealth */
  3582.     S_NULL,        /*  seestate */
  3583.     sfx_None,        /*  seesound */
  3584.     8,        /*  reactiontime */
  3585.     sfx_None,        /*  attacksound */
  3586.     S_NULL,        /*  painstate */
  3587.     0,        /*  painchance */
  3588.     sfx_None,        /*  painsound */
  3589.     S_NULL,        /*  meleestate */
  3590.     S_NULL,        /*  missilestate */
  3591.     S_NULL,        /*  deathstate */
  3592.     S_NULL,        /*  xdeathstate */
  3593.     sfx_None,        /*  deathsound */
  3594.     0,        /*  speed */
  3595.     16*FRACUNIT,        /*  radius */
  3596.     16*FRACUNIT,        /*  height */
  3597.     100,        /*  mass */
  3598.     0,        /*  damage */
  3599.     sfx_None,        /*  activesound */
  3600.     MF_SOLID,        /*  flags */
  3601.     S_NULL        /*  raisestate */
  3602.     },
  3603.  
  3604.     {        /*  MT_MISC46 */
  3605.     57,        /*  doomednum */
  3606.     S_RTORCHSHRT,        /*  spawnstate */
  3607.     1000,        /*  spawnhealth */
  3608.     S_NULL,        /*  seestate */
  3609.     sfx_None,        /*  seesound */
  3610.     8,        /*  reactiontime */
  3611.     sfx_None,        /*  attacksound */
  3612.     S_NULL,        /*  painstate */
  3613.     0,        /*  painchance */
  3614.     sfx_None,        /*  painsound */
  3615.     S_NULL,        /*  meleestate */
  3616.     S_NULL,        /*  missilestate */
  3617.     S_NULL,        /*  deathstate */
  3618.     S_NULL,        /*  xdeathstate */
  3619.     sfx_None,        /*  deathsound */
  3620.     0,        /*  speed */
  3621.     16*FRACUNIT,        /*  radius */
  3622.     16*FRACUNIT,        /*  height */
  3623.     100,        /*  mass */
  3624.     0,        /*  damage */
  3625.     sfx_None,        /*  activesound */
  3626.     MF_SOLID,        /*  flags */
  3627.     S_NULL        /*  raisestate */
  3628.     },
  3629.  
  3630.     {        /*  MT_MISC47 */
  3631.     47,        /*  doomednum */
  3632.     S_STALAGTITE,        /*  spawnstate */
  3633.     1000,        /*  spawnhealth */
  3634.     S_NULL,        /*  seestate */
  3635.     sfx_None,        /*  seesound */
  3636.     8,        /*  reactiontime */
  3637.     sfx_None,        /*  attacksound */
  3638.     S_NULL,        /*  painstate */
  3639.     0,        /*  painchance */
  3640.     sfx_None,        /*  painsound */
  3641.     S_NULL,        /*  meleestate */
  3642.     S_NULL,        /*  missilestate */
  3643.     S_NULL,        /*  deathstate */
  3644.     S_NULL,        /*  xdeathstate */
  3645.     sfx_None,        /*  deathsound */
  3646.     0,        /*  speed */
  3647.     16*FRACUNIT,        /*  radius */
  3648.     16*FRACUNIT,        /*  height */
  3649.     100,        /*  mass */
  3650.     0,        /*  damage */
  3651.     sfx_None,        /*  activesound */
  3652.     MF_SOLID,        /*  flags */
  3653.     S_NULL        /*  raisestate */
  3654.     },
  3655.  
  3656.     {        /*  MT_MISC48 */
  3657.     48,        /*  doomednum */
  3658.     S_TECHPILLAR,        /*  spawnstate */
  3659.     1000,        /*  spawnhealth */
  3660.     S_NULL,        /*  seestate */
  3661.     sfx_None,        /*  seesound */
  3662.     8,        /*  reactiontime */
  3663.     sfx_None,        /*  attacksound */
  3664.     S_NULL,        /*  painstate */
  3665.     0,        /*  painchance */
  3666.     sfx_None,        /*  painsound */
  3667.     S_NULL,        /*  meleestate */
  3668.     S_NULL,        /*  missilestate */
  3669.     S_NULL,        /*  deathstate */
  3670.     S_NULL,        /*  xdeathstate */
  3671.     sfx_None,        /*  deathsound */
  3672.     0,        /*  speed */
  3673.     16*FRACUNIT,        /*  radius */
  3674.     16*FRACUNIT,        /*  height */
  3675.     100,        /*  mass */
  3676.     0,        /*  damage */
  3677.     sfx_None,        /*  activesound */
  3678.     MF_SOLID,        /*  flags */
  3679.     S_NULL        /*  raisestate */
  3680.     },
  3681.  
  3682.     {        /*  MT_MISC49 */
  3683.     34,        /*  doomednum */
  3684.     S_CANDLESTIK,        /*  spawnstate */
  3685.     1000,        /*  spawnhealth */
  3686.     S_NULL,        /*  seestate */
  3687.     sfx_None,        /*  seesound */
  3688.     8,        /*  reactiontime */
  3689.     sfx_None,        /*  attacksound */
  3690.     S_NULL,        /*  painstate */
  3691.     0,        /*  painchance */
  3692.     sfx_None,        /*  painsound */
  3693.     S_NULL,        /*  meleestate */
  3694.     S_NULL,        /*  missilestate */
  3695.     S_NULL,        /*  deathstate */
  3696.     S_NULL,        /*  xdeathstate */
  3697.     sfx_None,        /*  deathsound */
  3698.     0,        /*  speed */
  3699.     20*FRACUNIT,        /*  radius */
  3700.     16*FRACUNIT,        /*  height */
  3701.     100,        /*  mass */
  3702.     0,        /*  damage */
  3703.     sfx_None,        /*  activesound */
  3704.     0,        /*  flags */
  3705.     S_NULL        /*  raisestate */
  3706.     },
  3707.  
  3708.     {        /*  MT_MISC50 */
  3709.     35,        /*  doomednum */
  3710.     S_CANDELABRA,        /*  spawnstate */
  3711.     1000,        /*  spawnhealth */
  3712.     S_NULL,        /*  seestate */
  3713.     sfx_None,        /*  seesound */
  3714.     8,        /*  reactiontime */
  3715.     sfx_None,        /*  attacksound */
  3716.     S_NULL,        /*  painstate */
  3717.     0,        /*  painchance */
  3718.     sfx_None,        /*  painsound */
  3719.     S_NULL,        /*  meleestate */
  3720.     S_NULL,        /*  missilestate */
  3721.     S_NULL,        /*  deathstate */
  3722.     S_NULL,        /*  xdeathstate */
  3723.     sfx_None,        /*  deathsound */
  3724.     0,        /*  speed */
  3725.     16*FRACUNIT,        /*  radius */
  3726.     16*FRACUNIT,        /*  height */
  3727.     100,        /*  mass */
  3728.     0,        /*  damage */
  3729.     sfx_None,        /*  activesound */
  3730.     MF_SOLID,        /*  flags */
  3731.     S_NULL        /*  raisestate */
  3732.     },
  3733.  
  3734.     {        /*  MT_MISC51 */
  3735.     49,        /*  doomednum */
  3736.     S_BLOODYTWITCH,        /*  spawnstate */
  3737.     1000,        /*  spawnhealth */
  3738.     S_NULL,        /*  seestate */
  3739.     sfx_None,        /*  seesound */
  3740.     8,        /*  reactiontime */
  3741.     sfx_None,        /*  attacksound */
  3742.     S_NULL,        /*  painstate */
  3743.     0,        /*  painchance */
  3744.     sfx_None,        /*  painsound */
  3745.     S_NULL,        /*  meleestate */
  3746.     S_NULL,        /*  missilestate */
  3747.     S_NULL,        /*  deathstate */
  3748.     S_NULL,        /*  xdeathstate */
  3749.     sfx_None,        /*  deathsound */
  3750.     0,        /*  speed */
  3751.     16*FRACUNIT,        /*  radius */
  3752.     68*FRACUNIT,        /*  height */
  3753.     100,        /*  mass */
  3754.     0,        /*  damage */
  3755.     sfx_None,        /*  activesound */
  3756.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3757.     S_NULL        /*  raisestate */
  3758.     },
  3759.  
  3760.     {        /*  MT_MISC52 */
  3761.     50,        /*  doomednum */
  3762.     S_MEAT2,        /*  spawnstate */
  3763.     1000,        /*  spawnhealth */
  3764.     S_NULL,        /*  seestate */
  3765.     sfx_None,        /*  seesound */
  3766.     8,        /*  reactiontime */
  3767.     sfx_None,        /*  attacksound */
  3768.     S_NULL,        /*  painstate */
  3769.     0,        /*  painchance */
  3770.     sfx_None,        /*  painsound */
  3771.     S_NULL,        /*  meleestate */
  3772.     S_NULL,        /*  missilestate */
  3773.     S_NULL,        /*  deathstate */
  3774.     S_NULL,        /*  xdeathstate */
  3775.     sfx_None,        /*  deathsound */
  3776.     0,        /*  speed */
  3777.     16*FRACUNIT,        /*  radius */
  3778.     84*FRACUNIT,        /*  height */
  3779.     100,        /*  mass */
  3780.     0,        /*  damage */
  3781.     sfx_None,        /*  activesound */
  3782.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3783.     S_NULL        /*  raisestate */
  3784.     },
  3785.  
  3786.     {        /*  MT_MISC53 */
  3787.     51,        /*  doomednum */
  3788.     S_MEAT3,        /*  spawnstate */
  3789.     1000,        /*  spawnhealth */
  3790.     S_NULL,        /*  seestate */
  3791.     sfx_None,        /*  seesound */
  3792.     8,        /*  reactiontime */
  3793.     sfx_None,        /*  attacksound */
  3794.     S_NULL,        /*  painstate */
  3795.     0,        /*  painchance */
  3796.     sfx_None,        /*  painsound */
  3797.     S_NULL,        /*  meleestate */
  3798.     S_NULL,        /*  missilestate */
  3799.     S_NULL,        /*  deathstate */
  3800.     S_NULL,        /*  xdeathstate */
  3801.     sfx_None,        /*  deathsound */
  3802.     0,        /*  speed */
  3803.     16*FRACUNIT,        /*  radius */
  3804.     84*FRACUNIT,        /*  height */
  3805.     100,        /*  mass */
  3806.     0,        /*  damage */
  3807.     sfx_None,        /*  activesound */
  3808.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3809.     S_NULL        /*  raisestate */
  3810.     },
  3811.  
  3812.     {        /*  MT_MISC54 */
  3813.     52,        /*  doomednum */
  3814.     S_MEAT4,        /*  spawnstate */
  3815.     1000,        /*  spawnhealth */
  3816.     S_NULL,        /*  seestate */
  3817.     sfx_None,        /*  seesound */
  3818.     8,        /*  reactiontime */
  3819.     sfx_None,        /*  attacksound */
  3820.     S_NULL,        /*  painstate */
  3821.     0,        /*  painchance */
  3822.     sfx_None,        /*  painsound */
  3823.     S_NULL,        /*  meleestate */
  3824.     S_NULL,        /*  missilestate */
  3825.     S_NULL,        /*  deathstate */
  3826.     S_NULL,        /*  xdeathstate */
  3827.     sfx_None,        /*  deathsound */
  3828.     0,        /*  speed */
  3829.     16*FRACUNIT,        /*  radius */
  3830.     68*FRACUNIT,        /*  height */
  3831.     100,        /*  mass */
  3832.     0,        /*  damage */
  3833.     sfx_None,        /*  activesound */
  3834.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3835.     S_NULL        /*  raisestate */
  3836.     },
  3837.  
  3838.     {        /*  MT_MISC55 */
  3839.     53,        /*  doomednum */
  3840.     S_MEAT5,        /*  spawnstate */
  3841.     1000,        /*  spawnhealth */
  3842.     S_NULL,        /*  seestate */
  3843.     sfx_None,        /*  seesound */
  3844.     8,        /*  reactiontime */
  3845.     sfx_None,        /*  attacksound */
  3846.     S_NULL,        /*  painstate */
  3847.     0,        /*  painchance */
  3848.     sfx_None,        /*  painsound */
  3849.     S_NULL,        /*  meleestate */
  3850.     S_NULL,        /*  missilestate */
  3851.     S_NULL,        /*  deathstate */
  3852.     S_NULL,        /*  xdeathstate */
  3853.     sfx_None,        /*  deathsound */
  3854.     0,        /*  speed */
  3855.     16*FRACUNIT,        /*  radius */
  3856.     52*FRACUNIT,        /*  height */
  3857.     100,        /*  mass */
  3858.     0,        /*  damage */
  3859.     sfx_None,        /*  activesound */
  3860.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3861.     S_NULL        /*  raisestate */
  3862.     },
  3863.  
  3864.     {        /*  MT_MISC56 */
  3865.     59,        /*  doomednum */
  3866.     S_MEAT2,        /*  spawnstate */
  3867.     1000,        /*  spawnhealth */
  3868.     S_NULL,        /*  seestate */
  3869.     sfx_None,        /*  seesound */
  3870.     8,        /*  reactiontime */
  3871.     sfx_None,        /*  attacksound */
  3872.     S_NULL,        /*  painstate */
  3873.     0,        /*  painchance */
  3874.     sfx_None,        /*  painsound */
  3875.     S_NULL,        /*  meleestate */
  3876.     S_NULL,        /*  missilestate */
  3877.     S_NULL,        /*  deathstate */
  3878.     S_NULL,        /*  xdeathstate */
  3879.     sfx_None,        /*  deathsound */
  3880.     0,        /*  speed */
  3881.     20*FRACUNIT,        /*  radius */
  3882.     84*FRACUNIT,        /*  height */
  3883.     100,        /*  mass */
  3884.     0,        /*  damage */
  3885.     sfx_None,        /*  activesound */
  3886.     MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3887.     S_NULL        /*  raisestate */
  3888.     },
  3889.  
  3890.     {        /*  MT_MISC57 */
  3891.     60,        /*  doomednum */
  3892.     S_MEAT4,        /*  spawnstate */
  3893.     1000,        /*  spawnhealth */
  3894.     S_NULL,        /*  seestate */
  3895.     sfx_None,        /*  seesound */
  3896.     8,        /*  reactiontime */
  3897.     sfx_None,        /*  attacksound */
  3898.     S_NULL,        /*  painstate */
  3899.     0,        /*  painchance */
  3900.     sfx_None,        /*  painsound */
  3901.     S_NULL,        /*  meleestate */
  3902.     S_NULL,        /*  missilestate */
  3903.     S_NULL,        /*  deathstate */
  3904.     S_NULL,        /*  xdeathstate */
  3905.     sfx_None,        /*  deathsound */
  3906.     0,        /*  speed */
  3907.     20*FRACUNIT,        /*  radius */
  3908.     68*FRACUNIT,        /*  height */
  3909.     100,        /*  mass */
  3910.     0,        /*  damage */
  3911.     sfx_None,        /*  activesound */
  3912.     MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3913.     S_NULL        /*  raisestate */
  3914.     },
  3915.  
  3916.     {        /*  MT_MISC58 */
  3917.     61,        /*  doomednum */
  3918.     S_MEAT3,        /*  spawnstate */
  3919.     1000,        /*  spawnhealth */
  3920.     S_NULL,        /*  seestate */
  3921.     sfx_None,        /*  seesound */
  3922.     8,        /*  reactiontime */
  3923.     sfx_None,        /*  attacksound */
  3924.     S_NULL,        /*  painstate */
  3925.     0,        /*  painchance */
  3926.     sfx_None,        /*  painsound */
  3927.     S_NULL,        /*  meleestate */
  3928.     S_NULL,        /*  missilestate */
  3929.     S_NULL,        /*  deathstate */
  3930.     S_NULL,        /*  xdeathstate */
  3931.     sfx_None,        /*  deathsound */
  3932.     0,        /*  speed */
  3933.     20*FRACUNIT,        /*  radius */
  3934.     52*FRACUNIT,        /*  height */
  3935.     100,        /*  mass */
  3936.     0,        /*  damage */
  3937.     sfx_None,        /*  activesound */
  3938.     MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3939.     S_NULL        /*  raisestate */
  3940.     },
  3941.  
  3942.     {        /*  MT_MISC59 */
  3943.     62,        /*  doomednum */
  3944.     S_MEAT5,        /*  spawnstate */
  3945.     1000,        /*  spawnhealth */
  3946.     S_NULL,        /*  seestate */
  3947.     sfx_None,        /*  seesound */
  3948.     8,        /*  reactiontime */
  3949.     sfx_None,        /*  attacksound */
  3950.     S_NULL,        /*  painstate */
  3951.     0,        /*  painchance */
  3952.     sfx_None,        /*  painsound */
  3953.     S_NULL,        /*  meleestate */
  3954.     S_NULL,        /*  missilestate */
  3955.     S_NULL,        /*  deathstate */
  3956.     S_NULL,        /*  xdeathstate */
  3957.     sfx_None,        /*  deathsound */
  3958.     0,        /*  speed */
  3959.     20*FRACUNIT,        /*  radius */
  3960.     52*FRACUNIT,        /*  height */
  3961.     100,        /*  mass */
  3962.     0,        /*  damage */
  3963.     sfx_None,        /*  activesound */
  3964.     MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3965.     S_NULL        /*  raisestate */
  3966.     },
  3967.  
  3968.     {        /*  MT_MISC60 */
  3969.     63,        /*  doomednum */
  3970.     S_BLOODYTWITCH,        /*  spawnstate */
  3971.     1000,        /*  spawnhealth */
  3972.     S_NULL,        /*  seestate */
  3973.     sfx_None,        /*  seesound */
  3974.     8,        /*  reactiontime */
  3975.     sfx_None,        /*  attacksound */
  3976.     S_NULL,        /*  painstate */
  3977.     0,        /*  painchance */
  3978.     sfx_None,        /*  painsound */
  3979.     S_NULL,        /*  meleestate */
  3980.     S_NULL,        /*  missilestate */
  3981.     S_NULL,        /*  deathstate */
  3982.     S_NULL,        /*  xdeathstate */
  3983.     sfx_None,        /*  deathsound */
  3984.     0,        /*  speed */
  3985.     20*FRACUNIT,        /*  radius */
  3986.     68*FRACUNIT,        /*  height */
  3987.     100,        /*  mass */
  3988.     0,        /*  damage */
  3989.     sfx_None,        /*  activesound */
  3990.     MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  3991.     S_NULL        /*  raisestate */
  3992.     },
  3993.  
  3994.     {        /*  MT_MISC61 */
  3995.     22,        /*  doomednum */
  3996.     S_HEAD_DIE6,        /*  spawnstate */
  3997.     1000,        /*  spawnhealth */
  3998.     S_NULL,        /*  seestate */
  3999.     sfx_None,        /*  seesound */
  4000.     8,        /*  reactiontime */
  4001.     sfx_None,        /*  attacksound */
  4002.     S_NULL,        /*  painstate */
  4003.     0,        /*  painchance */
  4004.     sfx_None,        /*  painsound */
  4005.     S_NULL,        /*  meleestate */
  4006.     S_NULL,        /*  missilestate */
  4007.     S_NULL,        /*  deathstate */
  4008.     S_NULL,        /*  xdeathstate */
  4009.     sfx_None,        /*  deathsound */
  4010.     0,        /*  speed */
  4011.     20*FRACUNIT,        /*  radius */
  4012.     16*FRACUNIT,        /*  height */
  4013.     100,        /*  mass */
  4014.     0,        /*  damage */
  4015.     sfx_None,        /*  activesound */
  4016.     0,        /*  flags */
  4017.     S_NULL        /*  raisestate */
  4018.     },
  4019.  
  4020.     {        /*  MT_MISC62 */
  4021.     15,        /*  doomednum */
  4022.     S_PLAY_DIE7,        /*  spawnstate */
  4023.     1000,        /*  spawnhealth */
  4024.     S_NULL,        /*  seestate */
  4025.     sfx_None,        /*  seesound */
  4026.     8,        /*  reactiontime */
  4027.     sfx_None,        /*  attacksound */
  4028.     S_NULL,        /*  painstate */
  4029.     0,        /*  painchance */
  4030.     sfx_None,        /*  painsound */
  4031.     S_NULL,        /*  meleestate */
  4032.     S_NULL,        /*  missilestate */
  4033.     S_NULL,        /*  deathstate */
  4034.     S_NULL,        /*  xdeathstate */
  4035.     sfx_None,        /*  deathsound */
  4036.     0,        /*  speed */
  4037.     20*FRACUNIT,        /*  radius */
  4038.     16*FRACUNIT,        /*  height */
  4039.     100,        /*  mass */
  4040.     0,        /*  damage */
  4041.     sfx_None,        /*  activesound */
  4042.     0,        /*  flags */
  4043.     S_NULL        /*  raisestate */
  4044.     },
  4045.  
  4046.     {        /*  MT_MISC63 */
  4047.     18,        /*  doomednum */
  4048.     S_POSS_DIE5,        /*  spawnstate */
  4049.     1000,        /*  spawnhealth */
  4050.     S_NULL,        /*  seestate */
  4051.     sfx_None,        /*  seesound */
  4052.     8,        /*  reactiontime */
  4053.     sfx_None,        /*  attacksound */
  4054.     S_NULL,        /*  painstate */
  4055.     0,        /*  painchance */
  4056.     sfx_None,        /*  painsound */
  4057.     S_NULL,        /*  meleestate */
  4058.     S_NULL,        /*  missilestate */
  4059.     S_NULL,        /*  deathstate */
  4060.     S_NULL,        /*  xdeathstate */
  4061.     sfx_None,        /*  deathsound */
  4062.     0,        /*  speed */
  4063.     20*FRACUNIT,        /*  radius */
  4064.     16*FRACUNIT,        /*  height */
  4065.     100,        /*  mass */
  4066.     0,        /*  damage */
  4067.     sfx_None,        /*  activesound */
  4068.     0,        /*  flags */
  4069.     S_NULL        /*  raisestate */
  4070.     },
  4071.  
  4072.     {        /*  MT_MISC64 */
  4073.     21,        /*  doomednum */
  4074.     S_SARG_DIE6,        /*  spawnstate */
  4075.     1000,        /*  spawnhealth */
  4076.     S_NULL,        /*  seestate */
  4077.     sfx_None,        /*  seesound */
  4078.     8,        /*  reactiontime */
  4079.     sfx_None,        /*  attacksound */
  4080.     S_NULL,        /*  painstate */
  4081.     0,        /*  painchance */
  4082.     sfx_None,        /*  painsound */
  4083.     S_NULL,        /*  meleestate */
  4084.     S_NULL,        /*  missilestate */
  4085.     S_NULL,        /*  deathstate */
  4086.     S_NULL,        /*  xdeathstate */
  4087.     sfx_None,        /*  deathsound */
  4088.     0,        /*  speed */
  4089.     20*FRACUNIT,        /*  radius */
  4090.     16*FRACUNIT,        /*  height */
  4091.     100,        /*  mass */
  4092.     0,        /*  damage */
  4093.     sfx_None,        /*  activesound */
  4094.     0,        /*  flags */
  4095.     S_NULL        /*  raisestate */
  4096.     },
  4097.  
  4098.     {        /*  MT_MISC65 */
  4099.     23,        /*  doomednum */
  4100.     S_SKULL_DIE6,        /*  spawnstate */
  4101.     1000,        /*  spawnhealth */
  4102.     S_NULL,        /*  seestate */
  4103.     sfx_None,        /*  seesound */
  4104.     8,        /*  reactiontime */
  4105.     sfx_None,        /*  attacksound */
  4106.     S_NULL,        /*  painstate */
  4107.     0,        /*  painchance */
  4108.     sfx_None,        /*  painsound */
  4109.     S_NULL,        /*  meleestate */
  4110.     S_NULL,        /*  missilestate */
  4111.     S_NULL,        /*  deathstate */
  4112.     S_NULL,        /*  xdeathstate */
  4113.     sfx_None,        /*  deathsound */
  4114.     0,        /*  speed */
  4115.     20*FRACUNIT,        /*  radius */
  4116.     16*FRACUNIT,        /*  height */
  4117.     100,        /*  mass */
  4118.     0,        /*  damage */
  4119.     sfx_None,        /*  activesound */
  4120.     0,        /*  flags */
  4121.     S_NULL        /*  raisestate */
  4122.     },
  4123.  
  4124.     {        /*  MT_MISC66 */
  4125.     20,        /*  doomednum */
  4126.     S_TROO_DIE5,        /*  spawnstate */
  4127.     1000,        /*  spawnhealth */
  4128.     S_NULL,        /*  seestate */
  4129.     sfx_None,        /*  seesound */
  4130.     8,        /*  reactiontime */
  4131.     sfx_None,        /*  attacksound */
  4132.     S_NULL,        /*  painstate */
  4133.     0,        /*  painchance */
  4134.     sfx_None,        /*  painsound */
  4135.     S_NULL,        /*  meleestate */
  4136.     S_NULL,        /*  missilestate */
  4137.     S_NULL,        /*  deathstate */
  4138.     S_NULL,        /*  xdeathstate */
  4139.     sfx_None,        /*  deathsound */
  4140.     0,        /*  speed */
  4141.     20*FRACUNIT,        /*  radius */
  4142.     16*FRACUNIT,        /*  height */
  4143.     100,        /*  mass */
  4144.     0,        /*  damage */
  4145.     sfx_None,        /*  activesound */
  4146.     0,        /*  flags */
  4147.     S_NULL        /*  raisestate */
  4148.     },
  4149.  
  4150.     {        /*  MT_MISC67 */
  4151.     19,        /*  doomednum */
  4152.     S_SPOS_DIE5,        /*  spawnstate */
  4153.     1000,        /*  spawnhealth */
  4154.     S_NULL,        /*  seestate */
  4155.     sfx_None,        /*  seesound */
  4156.     8,        /*  reactiontime */
  4157.     sfx_None,        /*  attacksound */
  4158.     S_NULL,        /*  painstate */
  4159.     0,        /*  painchance */
  4160.     sfx_None,        /*  painsound */
  4161.     S_NULL,        /*  meleestate */
  4162.     S_NULL,        /*  missilestate */
  4163.     S_NULL,        /*  deathstate */
  4164.     S_NULL,        /*  xdeathstate */
  4165.     sfx_None,        /*  deathsound */
  4166.     0,        /*  speed */
  4167.     20*FRACUNIT,        /*  radius */
  4168.     16*FRACUNIT,        /*  height */
  4169.     100,        /*  mass */
  4170.     0,        /*  damage */
  4171.     sfx_None,        /*  activesound */
  4172.     0,        /*  flags */
  4173.     S_NULL        /*  raisestate */
  4174.     },
  4175.  
  4176.     {        /*  MT_MISC68 */
  4177.     10,        /*  doomednum */
  4178.     S_PLAY_XDIE9,        /*  spawnstate */
  4179.     1000,        /*  spawnhealth */
  4180.     S_NULL,        /*  seestate */
  4181.     sfx_None,        /*  seesound */
  4182.     8,        /*  reactiontime */
  4183.     sfx_None,        /*  attacksound */
  4184.     S_NULL,        /*  painstate */
  4185.     0,        /*  painchance */
  4186.     sfx_None,        /*  painsound */
  4187.     S_NULL,        /*  meleestate */
  4188.     S_NULL,        /*  missilestate */
  4189.     S_NULL,        /*  deathstate */
  4190.     S_NULL,        /*  xdeathstate */
  4191.     sfx_None,        /*  deathsound */
  4192.     0,        /*  speed */
  4193.     20*FRACUNIT,        /*  radius */
  4194.     16*FRACUNIT,        /*  height */
  4195.     100,        /*  mass */
  4196.     0,        /*  damage */
  4197.     sfx_None,        /*  activesound */
  4198.     0,        /*  flags */
  4199.     S_NULL        /*  raisestate */
  4200.     },
  4201.  
  4202.     {        /*  MT_MISC69 */
  4203.     12,        /*  doomednum */
  4204.     S_PLAY_XDIE9,        /*  spawnstate */
  4205.     1000,        /*  spawnhealth */
  4206.     S_NULL,        /*  seestate */
  4207.     sfx_None,        /*  seesound */
  4208.     8,        /*  reactiontime */
  4209.     sfx_None,        /*  attacksound */
  4210.     S_NULL,        /*  painstate */
  4211.     0,        /*  painchance */
  4212.     sfx_None,        /*  painsound */
  4213.     S_NULL,        /*  meleestate */
  4214.     S_NULL,        /*  missilestate */
  4215.     S_NULL,        /*  deathstate */
  4216.     S_NULL,        /*  xdeathstate */
  4217.     sfx_None,        /*  deathsound */
  4218.     0,        /*  speed */
  4219.     20*FRACUNIT,        /*  radius */
  4220.     16*FRACUNIT,        /*  height */
  4221.     100,        /*  mass */
  4222.     0,        /*  damage */
  4223.     sfx_None,        /*  activesound */
  4224.     0,        /*  flags */
  4225.     S_NULL        /*  raisestate */
  4226.     },
  4227.  
  4228.     {        /*  MT_MISC70 */
  4229.     28,        /*  doomednum */
  4230.     S_HEADSONSTICK,        /*  spawnstate */
  4231.     1000,        /*  spawnhealth */
  4232.     S_NULL,        /*  seestate */
  4233.     sfx_None,        /*  seesound */
  4234.     8,        /*  reactiontime */
  4235.     sfx_None,        /*  attacksound */
  4236.     S_NULL,        /*  painstate */
  4237.     0,        /*  painchance */
  4238.     sfx_None,        /*  painsound */
  4239.     S_NULL,        /*  meleestate */
  4240.     S_NULL,        /*  missilestate */
  4241.     S_NULL,        /*  deathstate */
  4242.     S_NULL,        /*  xdeathstate */
  4243.     sfx_None,        /*  deathsound */
  4244.     0,        /*  speed */
  4245.     16*FRACUNIT,        /*  radius */
  4246.     16*FRACUNIT,        /*  height */
  4247.     100,        /*  mass */
  4248.     0,        /*  damage */
  4249.     sfx_None,        /*  activesound */
  4250.     MF_SOLID,        /*  flags */
  4251.     S_NULL        /*  raisestate */
  4252.     },
  4253.  
  4254.     {        /*  MT_MISC71 */
  4255.     24,        /*  doomednum */
  4256.     S_GIBS,        /*  spawnstate */
  4257.     1000,        /*  spawnhealth */
  4258.     S_NULL,        /*  seestate */
  4259.     sfx_None,        /*  seesound */
  4260.     8,        /*  reactiontime */
  4261.     sfx_None,        /*  attacksound */
  4262.     S_NULL,        /*  painstate */
  4263.     0,        /*  painchance */
  4264.     sfx_None,        /*  painsound */
  4265.     S_NULL,        /*  meleestate */
  4266.     S_NULL,        /*  missilestate */
  4267.     S_NULL,        /*  deathstate */
  4268.     S_NULL,        /*  xdeathstate */
  4269.     sfx_None,        /*  deathsound */
  4270.     0,        /*  speed */
  4271.     20*FRACUNIT,        /*  radius */
  4272.     16*FRACUNIT,        /*  height */
  4273.     100,        /*  mass */
  4274.     0,        /*  damage */
  4275.     sfx_None,        /*  activesound */
  4276.     0,        /*  flags */
  4277.     S_NULL        /*  raisestate */
  4278.     },
  4279.  
  4280.     {        /*  MT_MISC72 */
  4281.     27,        /*  doomednum */
  4282.     S_HEADONASTICK,        /*  spawnstate */
  4283.     1000,        /*  spawnhealth */
  4284.     S_NULL,        /*  seestate */
  4285.     sfx_None,        /*  seesound */
  4286.     8,        /*  reactiontime */
  4287.     sfx_None,        /*  attacksound */
  4288.     S_NULL,        /*  painstate */
  4289.     0,        /*  painchance */
  4290.     sfx_None,        /*  painsound */
  4291.     S_NULL,        /*  meleestate */
  4292.     S_NULL,        /*  missilestate */
  4293.     S_NULL,        /*  deathstate */
  4294.     S_NULL,        /*  xdeathstate */
  4295.     sfx_None,        /*  deathsound */
  4296.     0,        /*  speed */
  4297.     16*FRACUNIT,        /*  radius */
  4298.     16*FRACUNIT,        /*  height */
  4299.     100,        /*  mass */
  4300.     0,        /*  damage */
  4301.     sfx_None,        /*  activesound */
  4302.     MF_SOLID,        /*  flags */
  4303.     S_NULL        /*  raisestate */
  4304.     },
  4305.  
  4306.     {        /*  MT_MISC73 */
  4307.     29,        /*  doomednum */
  4308.     S_HEADCANDLES,        /*  spawnstate */
  4309.     1000,        /*  spawnhealth */
  4310.     S_NULL,        /*  seestate */
  4311.     sfx_None,        /*  seesound */
  4312.     8,        /*  reactiontime */
  4313.     sfx_None,        /*  attacksound */
  4314.     S_NULL,        /*  painstate */
  4315.     0,        /*  painchance */
  4316.     sfx_None,        /*  painsound */
  4317.     S_NULL,        /*  meleestate */
  4318.     S_NULL,        /*  missilestate */
  4319.     S_NULL,        /*  deathstate */
  4320.     S_NULL,        /*  xdeathstate */
  4321.     sfx_None,        /*  deathsound */
  4322.     0,        /*  speed */
  4323.     16*FRACUNIT,        /*  radius */
  4324.     16*FRACUNIT,        /*  height */
  4325.     100,        /*  mass */
  4326.     0,        /*  damage */
  4327.     sfx_None,        /*  activesound */
  4328.     MF_SOLID,        /*  flags */
  4329.     S_NULL        /*  raisestate */
  4330.     },
  4331.  
  4332.     {        /*  MT_MISC74 */
  4333.     25,        /*  doomednum */
  4334.     S_DEADSTICK,        /*  spawnstate */
  4335.     1000,        /*  spawnhealth */
  4336.     S_NULL,        /*  seestate */
  4337.     sfx_None,        /*  seesound */
  4338.     8,        /*  reactiontime */
  4339.     sfx_None,        /*  attacksound */
  4340.     S_NULL,        /*  painstate */
  4341.     0,        /*  painchance */
  4342.     sfx_None,        /*  painsound */
  4343.     S_NULL,        /*  meleestate */
  4344.     S_NULL,        /*  missilestate */
  4345.     S_NULL,        /*  deathstate */
  4346.     S_NULL,        /*  xdeathstate */
  4347.     sfx_None,        /*  deathsound */
  4348.     0,        /*  speed */
  4349.     16*FRACUNIT,        /*  radius */
  4350.     16*FRACUNIT,        /*  height */
  4351.     100,        /*  mass */
  4352.     0,        /*  damage */
  4353.     sfx_None,        /*  activesound */
  4354.     MF_SOLID,        /*  flags */
  4355.     S_NULL        /*  raisestate */
  4356.     },
  4357.  
  4358.     {        /*  MT_MISC75 */
  4359.     26,        /*  doomednum */
  4360.     S_LIVESTICK,        /*  spawnstate */
  4361.     1000,        /*  spawnhealth */
  4362.     S_NULL,        /*  seestate */
  4363.     sfx_None,        /*  seesound */
  4364.     8,        /*  reactiontime */
  4365.     sfx_None,        /*  attacksound */
  4366.     S_NULL,        /*  painstate */
  4367.     0,        /*  painchance */
  4368.     sfx_None,        /*  painsound */
  4369.     S_NULL,        /*  meleestate */
  4370.     S_NULL,        /*  missilestate */
  4371.     S_NULL,        /*  deathstate */
  4372.     S_NULL,        /*  xdeathstate */
  4373.     sfx_None,        /*  deathsound */
  4374.     0,        /*  speed */
  4375.     16*FRACUNIT,        /*  radius */
  4376.     16*FRACUNIT,        /*  height */
  4377.     100,        /*  mass */
  4378.     0,        /*  damage */
  4379.     sfx_None,        /*  activesound */
  4380.     MF_SOLID,        /*  flags */
  4381.     S_NULL        /*  raisestate */
  4382.     },
  4383.  
  4384.     {        /*  MT_MISC76 */
  4385.     54,        /*  doomednum */
  4386.     S_BIGTREE,        /*  spawnstate */
  4387.     1000,        /*  spawnhealth */
  4388.     S_NULL,        /*  seestate */
  4389.     sfx_None,        /*  seesound */
  4390.     8,        /*  reactiontime */
  4391.     sfx_None,        /*  attacksound */
  4392.     S_NULL,        /*  painstate */
  4393.     0,        /*  painchance */
  4394.     sfx_None,        /*  painsound */
  4395.     S_NULL,        /*  meleestate */
  4396.     S_NULL,        /*  missilestate */
  4397.     S_NULL,        /*  deathstate */
  4398.     S_NULL,        /*  xdeathstate */
  4399.     sfx_None,        /*  deathsound */
  4400.     0,        /*  speed */
  4401.     32*FRACUNIT,        /*  radius */
  4402.     16*FRACUNIT,        /*  height */
  4403.     100,        /*  mass */
  4404.     0,        /*  damage */
  4405.     sfx_None,        /*  activesound */
  4406.     MF_SOLID,        /*  flags */
  4407.     S_NULL        /*  raisestate */
  4408.     },
  4409.  
  4410.     {        /*  MT_MISC77 */
  4411.     70,        /*  doomednum */
  4412.     S_BBAR1,        /*  spawnstate */
  4413.     1000,        /*  spawnhealth */
  4414.     S_NULL,        /*  seestate */
  4415.     sfx_None,        /*  seesound */
  4416.     8,        /*  reactiontime */
  4417.     sfx_None,        /*  attacksound */
  4418.     S_NULL,        /*  painstate */
  4419.     0,        /*  painchance */
  4420.     sfx_None,        /*  painsound */
  4421.     S_NULL,        /*  meleestate */
  4422.     S_NULL,        /*  missilestate */
  4423.     S_NULL,        /*  deathstate */
  4424.     S_NULL,        /*  xdeathstate */
  4425.     sfx_None,        /*  deathsound */
  4426.     0,        /*  speed */
  4427.     16*FRACUNIT,        /*  radius */
  4428.     16*FRACUNIT,        /*  height */
  4429.     100,        /*  mass */
  4430.     0,        /*  damage */
  4431.     sfx_None,        /*  activesound */
  4432.     MF_SOLID,        /*  flags */
  4433.     S_NULL        /*  raisestate */
  4434.     },
  4435.  
  4436.     {        /*  MT_MISC78 */
  4437.     73,        /*  doomednum */
  4438.     S_HANGNOGUTS,        /*  spawnstate */
  4439.     1000,        /*  spawnhealth */
  4440.     S_NULL,        /*  seestate */
  4441.     sfx_None,        /*  seesound */
  4442.     8,        /*  reactiontime */
  4443.     sfx_None,        /*  attacksound */
  4444.     S_NULL,        /*  painstate */
  4445.     0,        /*  painchance */
  4446.     sfx_None,        /*  painsound */
  4447.     S_NULL,        /*  meleestate */
  4448.     S_NULL,        /*  missilestate */
  4449.     S_NULL,        /*  deathstate */
  4450.     S_NULL,        /*  xdeathstate */
  4451.     sfx_None,        /*  deathsound */
  4452.     0,        /*  speed */
  4453.     16*FRACUNIT,        /*  radius */
  4454.     88*FRACUNIT,        /*  height */
  4455.     100,        /*  mass */
  4456.     0,        /*  damage */
  4457.     sfx_None,        /*  activesound */
  4458.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  4459.     S_NULL        /*  raisestate */
  4460.     },
  4461.  
  4462.     {        /*  MT_MISC79 */
  4463.     74,        /*  doomednum */
  4464.     S_HANGBNOBRAIN,        /*  spawnstate */
  4465.     1000,        /*  spawnhealth */
  4466.     S_NULL,        /*  seestate */
  4467.     sfx_None,        /*  seesound */
  4468.     8,        /*  reactiontime */
  4469.     sfx_None,        /*  attacksound */
  4470.     S_NULL,        /*  painstate */
  4471.     0,        /*  painchance */
  4472.     sfx_None,        /*  painsound */
  4473.     S_NULL,        /*  meleestate */
  4474.     S_NULL,        /*  missilestate */
  4475.     S_NULL,        /*  deathstate */
  4476.     S_NULL,        /*  xdeathstate */
  4477.     sfx_None,        /*  deathsound */
  4478.     0,        /*  speed */
  4479.     16*FRACUNIT,        /*  radius */
  4480.     88*FRACUNIT,        /*  height */
  4481.     100,        /*  mass */
  4482.     0,        /*  damage */
  4483.     sfx_None,        /*  activesound */
  4484.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  4485.     S_NULL        /*  raisestate */
  4486.     },
  4487.  
  4488.     {        /*  MT_MISC80 */
  4489.     75,        /*  doomednum */
  4490.     S_HANGTLOOKDN,        /*  spawnstate */
  4491.     1000,        /*  spawnhealth */
  4492.     S_NULL,        /*  seestate */
  4493.     sfx_None,        /*  seesound */
  4494.     8,        /*  reactiontime */
  4495.     sfx_None,        /*  attacksound */
  4496.     S_NULL,        /*  painstate */
  4497.     0,        /*  painchance */
  4498.     sfx_None,        /*  painsound */
  4499.     S_NULL,        /*  meleestate */
  4500.     S_NULL,        /*  missilestate */
  4501.     S_NULL,        /*  deathstate */
  4502.     S_NULL,        /*  xdeathstate */
  4503.     sfx_None,        /*  deathsound */
  4504.     0,        /*  speed */
  4505.     16*FRACUNIT,        /*  radius */
  4506.     64*FRACUNIT,        /*  height */
  4507.     100,        /*  mass */
  4508.     0,        /*  damage */
  4509.     sfx_None,        /*  activesound */
  4510.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  4511.     S_NULL        /*  raisestate */
  4512.     },
  4513.  
  4514.     {        /*  MT_MISC81 */
  4515.     76,        /*  doomednum */
  4516.     S_HANGTSKULL,        /*  spawnstate */
  4517.     1000,        /*  spawnhealth */
  4518.     S_NULL,        /*  seestate */
  4519.     sfx_None,        /*  seesound */
  4520.     8,        /*  reactiontime */
  4521.     sfx_None,        /*  attacksound */
  4522.     S_NULL,        /*  painstate */
  4523.     0,        /*  painchance */
  4524.     sfx_None,        /*  painsound */
  4525.     S_NULL,        /*  meleestate */
  4526.     S_NULL,        /*  missilestate */
  4527.     S_NULL,        /*  deathstate */
  4528.     S_NULL,        /*  xdeathstate */
  4529.     sfx_None,        /*  deathsound */
  4530.     0,        /*  speed */
  4531.     16*FRACUNIT,        /*  radius */
  4532.     64*FRACUNIT,        /*  height */
  4533.     100,        /*  mass */
  4534.     0,        /*  damage */
  4535.     sfx_None,        /*  activesound */
  4536.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  4537.     S_NULL        /*  raisestate */
  4538.     },
  4539.  
  4540.     {        /*  MT_MISC82 */
  4541.     77,        /*  doomednum */
  4542.     S_HANGTLOOKUP,        /*  spawnstate */
  4543.     1000,        /*  spawnhealth */
  4544.     S_NULL,        /*  seestate */
  4545.     sfx_None,        /*  seesound */
  4546.     8,        /*  reactiontime */
  4547.     sfx_None,        /*  attacksound */
  4548.     S_NULL,        /*  painstate */
  4549.     0,        /*  painchance */
  4550.     sfx_None,        /*  painsound */
  4551.     S_NULL,        /*  meleestate */
  4552.     S_NULL,        /*  missilestate */
  4553.     S_NULL,        /*  deathstate */
  4554.     S_NULL,        /*  xdeathstate */
  4555.     sfx_None,        /*  deathsound */
  4556.     0,        /*  speed */
  4557.     16*FRACUNIT,        /*  radius */
  4558.     64*FRACUNIT,        /*  height */
  4559.     100,        /*  mass */
  4560.     0,        /*  damage */
  4561.     sfx_None,        /*  activesound */
  4562.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  4563.     S_NULL        /*  raisestate */
  4564.     },
  4565.  
  4566.     {        /*  MT_MISC83 */
  4567.     78,        /*  doomednum */
  4568.     S_HANGTNOBRAIN,        /*  spawnstate */
  4569.     1000,        /*  spawnhealth */
  4570.     S_NULL,        /*  seestate */
  4571.     sfx_None,        /*  seesound */
  4572.     8,        /*  reactiontime */
  4573.     sfx_None,        /*  attacksound */
  4574.     S_NULL,        /*  painstate */
  4575.     0,        /*  painchance */
  4576.     sfx_None,        /*  painsound */
  4577.     S_NULL,        /*  meleestate */
  4578.     S_NULL,        /*  missilestate */
  4579.     S_NULL,        /*  deathstate */
  4580.     S_NULL,        /*  xdeathstate */
  4581.     sfx_None,        /*  deathsound */
  4582.     0,        /*  speed */
  4583.     16*FRACUNIT,        /*  radius */
  4584.     64*FRACUNIT,        /*  height */
  4585.     100,        /*  mass */
  4586.     0,        /*  damage */
  4587.     sfx_None,        /*  activesound */
  4588.     MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY,        /*  flags */
  4589.     S_NULL        /*  raisestate */
  4590.     },
  4591.  
  4592.     {        /*  MT_MISC84 */
  4593.     79,        /*  doomednum */
  4594.     S_COLONGIBS,        /*  spawnstate */
  4595.     1000,        /*  spawnhealth */
  4596.     S_NULL,        /*  seestate */
  4597.     sfx_None,        /*  seesound */
  4598.     8,        /*  reactiontime */
  4599.     sfx_None,        /*  attacksound */
  4600.     S_NULL,        /*  painstate */
  4601.     0,        /*  painchance */
  4602.     sfx_None,        /*  painsound */
  4603.     S_NULL,        /*  meleestate */
  4604.     S_NULL,        /*  missilestate */
  4605.     S_NULL,        /*  deathstate */
  4606.     S_NULL,        /*  xdeathstate */
  4607.     sfx_None,        /*  deathsound */
  4608.     0,        /*  speed */
  4609.     20*FRACUNIT,        /*  radius */
  4610.     16*FRACUNIT,        /*  height */
  4611.     100,        /*  mass */
  4612.     0,        /*  damage */
  4613.     sfx_None,        /*  activesound */
  4614.     MF_NOBLOCKMAP,        /*  flags */
  4615.     S_NULL        /*  raisestate */
  4616.     },
  4617.  
  4618.     {        /*  MT_MISC85 */
  4619.     80,        /*  doomednum */
  4620.     S_SMALLPOOL,        /*  spawnstate */
  4621.     1000,        /*  spawnhealth */
  4622.     S_NULL,        /*  seestate */
  4623.     sfx_None,        /*  seesound */
  4624.     8,        /*  reactiontime */
  4625.     sfx_None,        /*  attacksound */
  4626.     S_NULL,        /*  painstate */
  4627.     0,        /*  painchance */
  4628.     sfx_None,        /*  painsound */
  4629.     S_NULL,        /*  meleestate */
  4630.     S_NULL,        /*  missilestate */
  4631.     S_NULL,        /*  deathstate */
  4632.     S_NULL,        /*  xdeathstate */
  4633.     sfx_None,        /*  deathsound */
  4634.     0,        /*  speed */
  4635.     20*FRACUNIT,        /*  radius */
  4636.     16*FRACUNIT,        /*  height */
  4637.     100,        /*  mass */
  4638.     0,        /*  damage */
  4639.     sfx_None,        /*  activesound */
  4640.     MF_NOBLOCKMAP,        /*  flags */
  4641.     S_NULL        /*  raisestate */
  4642.     },
  4643.  
  4644.     {        /*  MT_MISC86 */
  4645.     81,        /*  doomednum */
  4646.     S_BRAINSTEM,        /*  spawnstate */
  4647.     1000,        /*  spawnhealth */
  4648.     S_NULL,        /*  seestate */
  4649.     sfx_None,        /*  seesound */
  4650.     8,        /*  reactiontime */
  4651.     sfx_None,        /*  attacksound */
  4652.     S_NULL,        /*  painstate */
  4653.     0,        /*  painchance */
  4654.     sfx_None,        /*  painsound */
  4655.     S_NULL,        /*  meleestate */
  4656.     S_NULL,        /*  missilestate */
  4657.     S_NULL,        /*  deathstate */
  4658.     S_NULL,        /*  xdeathstate */
  4659.     sfx_None,        /*  deathsound */
  4660.     0,        /*  speed */
  4661.     20*FRACUNIT,        /*  radius */
  4662.     16*FRACUNIT,        /*  height */
  4663.     100,        /*  mass */
  4664.     0,        /*  damage */
  4665.     sfx_None,        /*  activesound */
  4666.     MF_NOBLOCKMAP,        /*  flags */
  4667.     S_NULL        /*  raisestate */
  4668.     }
  4669. };
  4670.  
  4671.